# PED::_SET_PED_GRAPPLE_SEQUENCE

- **Hash:** `0x604190F0CF0DF158`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedGrappleSequence`
- **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_GRAPPLE_SEQUENCE

## Signature

```c
void _SET_PED_GRAPPLE_SEQUENCE(Ped ped, const char* grappleSequence);
```

## Parameters

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

## Returns

`void`

## Usage

### Lua

```lua
SetPedGrappleSequence(ped, grappleSequence)

-- always available, by hash
Citizen.InvokeNative(0x604190F0CF0DF158, ped, grappleSequence)
```

### JavaScript

```js
SetPedGrappleSequence(ped, grappleSequence);

// by hash
Citizen.invokeNative('0x604190F0CF0DF158', ped, grappleSequence);
```

### C#

```csharp
Function.Call((Hash)0x604190F0CF0DF158, ped, grappleSequence);
```

- 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.*
