# MAP::SET_BLIP_FLASHES

- **Hash:** `0x0DF2B55F717DDB10`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetBlipFlashes`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described with examples
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MAP/SET_BLIP_FLASHES

## Signature

```c
BOOL SET_BLIP_FLASHES(Blip blip, int* p1, Hash* p2);
```

## Parameters

- `blip` (`Blip`)
- `p1` (`int*`)
- `p2` (`Hash*`)

## Returns

`BOOL`

## Description

*Source: VORPCORE RDR3natives*

_GET_BLIP_MAP_CARD_INFO this should be the name there is no flash timer for blips

## Usage

### Lua

```lua
local retval, p1, p2 = SetBlipFlashes(blip)

-- always available, by hash
local retval, p1, p2 = Citizen.InvokeNative(0x0DF2B55F717DDB10, blip, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, p1, p2] = SetBlipFlashes(blip);

// by hash
const [retval, p1, p2] = Citizen.invokeNative('0x0DF2B55F717DDB10', blip, Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var p1 = new OutputArgument();
var p2 = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x0DF2B55F717DDB10, blip, p1, p2);
// p1.GetResult<int>()
// p2.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.

## Examples

*Source: VORPCORE RDR3natives*

```lua
local blipType, mapCardId = Citizen.InvokeNative(0x0DF2B55F717DDB10, intParameter, Citizen.PointerValueInt(), Citizen.PointerValueInt())
// will return whatever you passed in blipType as long is an int
```

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
