# HUD::_SET_TEXT_COLOR

- **Hash:** `0x50A41AD966910F03`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `SetTextColor`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/HUD/_SET_TEXT_COLOR

## Signature

```c
void _SET_TEXT_COLOR(int r, int g, int b, int a);
```

## Parameters

- `r` (`int`)
- `g` (`int`)
- `b` (`int`)
- `a` (`int`)

## Returns

`void`

## Description

This native does nothing since build 1436, use _BG_SET_TEXT_COLOR (0x16FA5CE47F184F1E) instead.

## Usage

### Lua

```lua
SetTextColor(r, g, b, a)

-- always available, by hash
Citizen.InvokeNative(0x50A41AD966910F03, r, g, b, a)
```

### JavaScript

```js
SetTextColor(r, g, b, a);

// by hash
Citizen.invokeNative('0x50A41AD966910F03', r, g, b, a);
```

### C#

```csharp
Function.Call((Hash)0x50A41AD966910F03, r, g, b, a);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
