# PED::_CREATE_META_PED_OUTFIT_PED

- **Hash:** `0xEAF682A14F8E5F53`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `CreateMetaPedOutfitPed`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_CREATE_META_PED_OUTFIT_PED

## Signature

```c
Ped _CREATE_META_PED_OUTFIT_PED(int requestId, float x, float y, float z, float heading, BOOL p5, BOOL p6, BOOL p7, BOOL p8);
```

## Parameters

- `requestId` (`int`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `heading` (`float`)
- `p5` (`BOOL`)
- `p6` (`BOOL`)
- `p7` (`BOOL`)
- `p8` (`BOOL`)

## Returns

`Ped`

## Description

Creates metaped from ped outfit requestId. See _REQUEST_METAPED_OUTFIT

## Usage

### Lua

```lua
local retval = CreateMetaPedOutfitPed(requestId, x, y, z, heading, p5, p6, p7, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0xEAF682A14F8E5F53, requestId, x, y, z, heading, p5, p6, p7, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreateMetaPedOutfitPed(requestId, x, y, z, heading, p5, p6, p7, p8);

// by hash
const retval = Citizen.invokeNative('0xEAF682A14F8E5F53', requestId, x + 0.0000001, y + 0.0000001, z + 0.0000001, heading + 0.0000001, p5, p6, p7, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xEAF682A14F8E5F53, requestId, x, y, z, heading, p5, p6, p7, p8);
```

- 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.*
