# HUD::_UI_PROMPT_GET_GROUP_ID_FOR_SCENARIO_POINT

- **Hash:** `0xCB73D7521E7103F0`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptGetGroupIdForScenarioPoint`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_GET_GROUP_ID_FOR_SCENARIO_POINT

## Signature

```c
int _UI_PROMPT_GET_GROUP_ID_FOR_SCENARIO_POINT(Any p0, int p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval = UiPromptGetGroupIdForScenarioPoint(p0, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xCB73D7521E7103F0, p0, p1, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = UiPromptGetGroupIdForScenarioPoint(p0, p1);

// by hash
const retval = Citizen.invokeNative('0xCB73D7521E7103F0', p0, p1, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xCB73D7521E7103F0, p0, p1);
```

- 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.*
