# HUD::_UI_PROMPT_SET_TYPE

- **Hash:** `0xF4A5C4509BF923B1`
- **Namespace:** HUD
- **Runtime name (Lua/JS):** `UiPromptSetType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/HUD/_UI_PROMPT_SET_TYPE

## Signature

```c
void _UI_PROMPT_SET_TYPE(Prompt prompt, int type);
```

## Parameters

- `prompt` (`Prompt`)
- `type` (`int`)

## Returns

`void`

## Description

Params: type = mostly 0, 6 (net_mission_intro_story_gvo), 7 (fm_mission_controller), 14 (net_ugc_end_flow_transition_online), 15 (net_main_[tlg_]offline)

## Usage

### Lua

```lua
UiPromptSetType(prompt, type)

-- always available, by hash
Citizen.InvokeNative(0xF4A5C4509BF923B1, prompt, type)
```

### JavaScript

```js
UiPromptSetType(prompt, type);

// by hash
Citizen.invokeNative('0xF4A5C4509BF923B1', prompt, type);
```

### C#

```csharp
Function.Call((Hash)0xF4A5C4509BF923B1, prompt, type);
```

- 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.*
