# MISC::_SET_WEATHER_VARIATION

- **Hash:** `0x3373779BAF7CAF48`
- **Namespace:** MISC
- **Runtime name (Lua/JS):** `SetWeatherVariation`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/MISC/_SET_WEATHER_VARIATION

## Signature

```c
void _SET_WEATHER_VARIATION(const char* weatherType, const char* variation);
```

## Parameters

- `weatherType` (`const char*`)
- `variation` (`const char*`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/weather/weather_variations.lua

## Usage

### Lua

```lua
SetWeatherVariation(weatherType, variation)

-- always available, by hash
Citizen.InvokeNative(0x3373779BAF7CAF48, weatherType, variation)
```

### JavaScript

```js
SetWeatherVariation(weatherType, variation);

// by hash
Citizen.invokeNative('0x3373779BAF7CAF48', weatherType, variation);
```

### C#

```csharp
Function.Call((Hash)0x3373779BAF7CAF48, weatherType, variation);
```

- 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.

## See also

- [MISC::_CLEAR_WEATHER_VARIATION](https://natives.borderlinerp.com/natives/MISC/_CLEAR_WEATHER_VARIATION.md)

*Sources: alloc8or RDR3 NativeDB.*
