# PED::_SET_PED_DESIRED_LOCO_FOR_MODEL

- **Hash:** `0x923583741DC87BCE`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedDesiredLocoForModel`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_DESIRED_LOCO_FOR_MODEL

## Signature

```c
void _SET_PED_DESIRED_LOCO_FOR_MODEL(Ped ped, const char* locomotionArchetype);
```

## Parameters

- `ped` (`Ped`)
- `locomotionArchetype` (`const char*`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Seems to set the ped's loco type.
Values used in the scripts:
algie
angry_female
arthur_healthy
cowboy
cowboy_f
default
default_female
free_slave_01
free_slave_02
gold_panner
guard_lantern
injured_general
john_marston
lilly_millet
lone_prisoner
lost_man
mp_ova_hunter
mp_ova_hunter_female
murfree
old_female
primate
rally
waiter
war_veteran

*Source: femga rdr3_discoveries*

```
0x923583741DC87BCE
0x89F5E7ADECCCB49C
these set a stance/walking style for peds
in my testing, after using any of the "injured_" ones, I had to use arthur_healthy to remove them.

typical usage in rockstar scripts
Citizen.InvokeNative(0x923583741DC87BCE, PlayerPedId(), "default")
Citizen.InvokeNative(0x89F5E7ADECCCB49C, PlayerPedId(), "dehydrated_unarmed")

--[[
```

*Source: femga rdr3_discoveries*

```
0x923583741DC87BCE = {
    "default",
    "gold_panner",
    "lone_prisoner",
    "lost_Man",
    "rally",
    "default_female",
    "murfree",
    "angry_female",
    "primate",
    "old_female",
    "algie",
    "waiter",
    "lilly_millet",
    "casual",
    "john_marston",
    "guard_lantern",
    "free_slave_01",
    "free_slave_02",
    "war_veteran",
    "arthur_healthy"
}
```

*Source: femga rdr3_discoveries*

```
_0x923583741DC87BCE
And I think this is ped weapon clipset
```

*Source: femga rdr3_discoveries*

```
PED::_0x923583741DC87BCE(&(iLocal_263[0]), "cowboy_f");
PED::_0x89F5E7ADECCCB49C(&(iLocal_263[0]), "very_drunk");
```

## Usage

### Lua

```lua
SetPedDesiredLocoForModel(ped, locomotionArchetype)

-- always available, by hash
Citizen.InvokeNative(0x923583741DC87BCE, ped, locomotionArchetype)
```

### JavaScript

```js
SetPedDesiredLocoForModel(ped, locomotionArchetype);

// by hash
Citizen.invokeNative('0x923583741DC87BCE', ped, locomotionArchetype);
```

### C#

```csharp
Function.Call((Hash)0x923583741DC87BCE, ped, locomotionArchetype);
```

- 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.

## See also

- [PED::_CLEAR_PED_DESIRED_LOCO_FOR_MODEL](https://natives.borderlinerp.com/natives/PED/_CLEAR_PED_DESIRED_LOCO_FOR_MODEL.md) — Clears locomotion archetype

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*
