# PED::_SET_HORSE_SCRIPTED_FLAG

- **Hash:** `0xB8AB265426CFE6DD`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetHorseScriptedFlag`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_HORSE_SCRIPTED_FLAG

## Signature

```c
void _SET_HORSE_SCRIPTED_FLAG(Ped ped, BOOL toggle);
```

## Parameters

- `ped` (`Ped`)
- `toggle` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets an internal horse-component flag (bit 0x04) used for scripted control of mounts (e.g., after placing/rider-seating). Pass true to set, false to clear. No effect on non-horses.

*Source: VORPCORE RDR3natives*

Sets some flag on a horse

## Usage

### Lua

```lua
SetHorseScriptedFlag(ped, toggle)

-- always available, by hash
Citizen.InvokeNative(0xB8AB265426CFE6DD, ped, toggle)
```

### JavaScript

```js
SetHorseScriptedFlag(ped, toggle);

// by hash
Citizen.invokeNative('0xB8AB265426CFE6DD', ped, toggle);
```

### C#

```csharp
Function.Call((Hash)0xB8AB265426CFE6DD, ped, toggle);
```

- 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, VORPCORE RDR3natives.*
