# PED::ADD_RELATIONSHIP_GROUP

- **Hash:** `0xF372BC22FCB88606`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `AddRelationshipGroup`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/ADD_RELATIONSHIP_GROUP

## Signature

```c
BOOL ADD_RELATIONSHIP_GROUP(const char* name, Hash* groupHash);
```

## Parameters

- `name` (`const char*`)
- `groupHash` (`Hash*`)

## Returns

`BOOL`

## Description

The hash of the created relationship group is output in the second parameter.

## Usage

### Lua

```lua
local retval, groupHash = AddRelationshipGroup(name, groupHash)

-- always available, by hash
local retval, groupHash = Citizen.InvokeNative(0xF372BC22FCB88606, name, Citizen.PointerValueIntInitialized(groupHash), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, groupHash] = AddRelationshipGroup(name, groupHash);

// by hash
const [retval, groupHash] = Citizen.invokeNative('0xF372BC22FCB88606', name, Citizen.pointerValueIntInitialized(groupHash), Citizen.returnResultAnyway());
```

### C#

```csharp
var groupHash = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF372BC22FCB88606, name, groupHash);
// groupHash.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

## See also

- [PED::REMOVE_RELATIONSHIP_GROUP](https://natives.borderlinerp.com/natives/PED/REMOVE_RELATIONSHIP_GROUP.md)

*Sources: alloc8or RDR3 NativeDB.*
