# PED::FORCE_PED_MOTION_STATE

- **Hash:** `0xF28965D04F570DCA`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `ForcePedMotionState`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/FORCE_PED_MOTION_STATE

## Signature

```c
BOOL FORCE_PED_MOTION_STATE(Ped ped, Hash motionStateHash, BOOL p2, int p3, BOOL p4);
```

## Parameters

- `ped` (`Ped`)
- `motionStateHash` (`Hash`)
- `p2` (`BOOL`)
- `p3` (`int`)
- `p4` (`BOOL`)

## Returns

`BOOL`

## Description

motionStateHash: https://github.com/Halen84/RDR3-Native-Flags-And-Enums/tree/main/CPedMotionStates__eMotionState

## Usage

### Lua

```lua
local retval = ForcePedMotionState(ped, motionStateHash, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0xF28965D04F570DCA, ped, motionStateHash, p2, p3, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = ForcePedMotionState(ped, motionStateHash, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0xF28965D04F570DCA', ped, motionStateHash, p2, p3, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xF28965D04F570DCA, ped, motionStateHash, p2, p3, p4);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

## Related enums

- [CPedMotionStates__eMotionState](https://natives.borderlinerp.com/enums/CPedMotionStates__eMotionState.md) — 83 values

*Sources: alloc8or RDR3 NativeDB.*
