# OBJECT::_SET_OBJECT_KICKABLE

- **Hash:** `0xB7017DA4D498269F`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetObjectKickable`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/_SET_OBJECT_KICKABLE

## Signature

```c
void _SET_OBJECT_KICKABLE(Object object, BOOL kickable);
```

## Parameters

- `object` (`Object`)
- `kickable` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetObjectKickable(object, kickable)

-- always available, by hash
Citizen.InvokeNative(0xB7017DA4D498269F, object, kickable)
```

### JavaScript

```js
SetObjectKickable(object, kickable);

// by hash
Citizen.invokeNative('0xB7017DA4D498269F', object, kickable);
```

### C#

```csharp
Function.Call((Hash)0xB7017DA4D498269F, object, kickable);
```

- 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.*
