# PED::_ADD_SCENARIO_TRANSITION

- **Hash:** `0x6D07B371E9439019`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `AddScenarioTransition`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_ADD_SCENARIO_TRANSITION

## Signature

```c
void _ADD_SCENARIO_TRANSITION(Ped ped);
```

## Parameters

- `ped` (`Ped`)

## Returns

`void`

## Description

Forces transition now, called together with 0xD65FDC686A031C83

## Usage

### Lua

```lua
AddScenarioTransition(ped)

-- always available, by hash
Citizen.InvokeNative(0x6D07B371E9439019, ped)
```

### JavaScript

```js
AddScenarioTransition(ped);

// by hash
Citizen.invokeNative('0x6D07B371E9439019', ped);
```

### C#

```csharp
Function.Call((Hash)0x6D07B371E9439019, ped);
```

- 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.*
