# OBJECT::_SET_LIGHT_TRANSLUCENCY_FOR_OBJECT

- **Hash:** `0x63E39F09310F481F`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetLightTranslucencyForObject`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_LIGHT_TRANSLUCENCY_FOR_OBJECT

## Signature

```c
void _SET_LIGHT_TRANSLUCENCY_FOR_OBJECT(Object object, float value);
```

## Parameters

- `object` (`Object`)
- `value` (`float`)

## Returns

`void`

## Description

Params: value = 0.0 - 586.67 (?)

## Usage

### Lua

```lua
SetLightTranslucencyForObject(object, value)

-- always available, by hash
Citizen.InvokeNative(0x63E39F09310F481F, object, value)
```

### JavaScript

```js
SetLightTranslucencyForObject(object, value);

// by hash
Citizen.invokeNative('0x63E39F09310F481F', object, value + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x63E39F09310F481F, object, value);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- 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.*
