# PED::_SET_PED_DEFENSIVE_SPHERE_ATTACHED_TO_ENTITY

- **Hash:** `0x1854217C640B39EC`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedDefensiveSphereAttachedToEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_DEFENSIVE_SPHERE_ATTACHED_TO_ENTITY

## Signature

```c
void _SET_PED_DEFENSIVE_SPHERE_ATTACHED_TO_ENTITY(Ped ped, Entity entity, float x, float y, float z, float radius, int p6, BOOL p7);
```

## Parameters

- `ped` (`Ped`)
- `entity` (`Entity`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `radius` (`float`)
- `p6` (`int`)
- `p7` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetPedDefensiveSphereAttachedToEntity(ped, entity, x, y, z, radius, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x1854217C640B39EC, ped, entity, x, y, z, radius, p6, p7)
```

### JavaScript

```js
SetPedDefensiveSphereAttachedToEntity(ped, entity, x, y, z, radius, p6, p7);

// by hash
Citizen.invokeNative('0x1854217C640B39EC', ped, entity, x + 0.0000001, y + 0.0000001, z + 0.0000001, radius + 0.0000001, p6, p7);
```

### C#

```csharp
Function.Call((Hash)0x1854217C640B39EC, ped, entity, x, y, z, radius, p6, p7);
```

- 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.*
