# PED::_GIVE_PED_SCENARIO_PROP_DYNAMIC

- **Hash:** `0xA0774E388CE4A679`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `GivePedScenarioPropDynamic`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_GIVE_PED_SCENARIO_PROP_DYNAMIC

## Signature

```c
BOOL _GIVE_PED_SCENARIO_PROP_DYNAMIC(Ped ped, Object object, const char* p2, const char* p3, BOOL p4);
```

## Parameters

- `ped` (`Ped`)
- `object` (`Object`)
- `p2` (`const char*`)
- `p3` (`const char*`)
- `p4` (`BOOL`)

## Returns

`BOOL`

## Description

Only used in SP R* Script rcm_jack2

## Usage

### Lua

```lua
local retval = GivePedScenarioPropDynamic(ped, object, p2, p3, p4)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA0774E388CE4A679, ped, object, p2, p3, p4, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = GivePedScenarioPropDynamic(ped, object, p2, p3, p4);

// by hash
const retval = Citizen.invokeNative('0xA0774E388CE4A679', ped, object, p2, p3, p4, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xA0774E388CE4A679, ped, object, p2, p3, p4);
```

- 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.*
