# PED::_REQUEST_PED_FOR_SCENARIO_TYPE

- **Hash:** `0xBDED916A9F9B0604`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `RequestPedForScenarioType`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_REQUEST_PED_FOR_SCENARIO_TYPE

## Signature

```c
Any _REQUEST_PED_FOR_SCENARIO_TYPE(Ped ped, Object object, const char* p2, Hash scenarioType, const char* p4, BOOL p5);
```

## Parameters

- `ped` (`Ped`)
- `object` (`Object`)
- `p2` (`const char*`)
- `scenarioType` (`Hash`)
- `p4` (`const char*`)
- `p5` (`BOOL`)

## Returns

`Any`

## Usage

### Lua

```lua
local retval = RequestPedForScenarioType(ped, object, p2, scenarioType, p4, p5)

-- always available, by hash
local retval = Citizen.InvokeNative(0xBDED916A9F9B0604, ped, object, p2, scenarioType, p4, p5, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = RequestPedForScenarioType(ped, object, p2, scenarioType, p4, p5);

// by hash
const retval = Citizen.invokeNative('0xBDED916A9F9B0604', ped, object, p2, scenarioType, p4, p5, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0xBDED916A9F9B0604, ped, object, p2, scenarioType, p4, p5);
```

- 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` ``.
- 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.*
