# MAP::_SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_WITHOUT_LOCKON

- **Hash:** `0x1726963E6049DB53`
- **Namespace:** MAP
- **Runtime name (Lua/JS):** `SetDisplayBlipIconForEntityPromptWithoutLockon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_BLIP_ICON_ON_ENTITY_ACTIVE_PROMPT`
- **URL:** https://natives.borderlinerp.com/natives/MAP/_SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_WITHOUT_LOCKON

## Signature

```c
void _SET_DISPLAY_BLIP_ICON_FOR_ENTITY_PROMPT_WITHOUT_LOCKON(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Activates a blip icon prompt for a specific entity, allowing it to be displayed without requiring a lock-on. This function enables the blip to appear associated with the given entity, making it visible without the need to focus or target the entity directly.
Video: https://imgur.com/gallery/0x1726963e6049db53-vuuCwqe

*Source: VORPCORE RDR3natives*

It adds blip a icon to active prompts like from scenarios or pickups without the need to use lockon

## Usage

### Lua

```lua
SetDisplayBlipIconForEntityPromptWithoutLockon(entity)

-- always available, by hash
Citizen.InvokeNative(0x1726963E6049DB53, entity)
```

### JavaScript

```js
SetDisplayBlipIconForEntityPromptWithoutLockon(entity);

// by hash
Citizen.invokeNative('0x1726963E6049DB53', entity);
```

### C#

```csharp
Function.Call((Hash)0x1726963E6049DB53, entity);
```

- 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, VORPCORE RDR3natives.*
