# PED::_SET_RELATIONSHIP_GROUP_SCRIPT_REGISTERED

- **Hash:** `0xDC91F22F09BC6C2F`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetRelationshipGroupScriptRegistered`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_RELATIONSHIP_GROUP_SCRIPT_REGISTERED

## Signature

```c
void _SET_RELATIONSHIP_GROUP_SCRIPT_REGISTERED(Hash group, BOOL unregister);
```

## Parameters

- `group` (`Hash`)
- `unregister` (`BOOL`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Registers/unregisters a relationship group as a script resource (type 0x24).
Pass false to register, true to unregister.

*Source: VORPCORE RDR3natives*

Used in Script Function MP_MAIN_OFFLINE__INITIALIZE_GAME
_SET_RELATIONSHIP_*

## Usage

### Lua

```lua
SetRelationshipGroupScriptRegistered(group, unregister)

-- always available, by hash
Citizen.InvokeNative(0xDC91F22F09BC6C2F, group, unregister)
```

### JavaScript

```js
SetRelationshipGroupScriptRegistered(group, unregister);

// by hash
Citizen.invokeNative('0xDC91F22F09BC6C2F', group, unregister);
```

### C#

```csharp
Function.Call((Hash)0xDC91F22F09BC6C2F, group, unregister);
```

- 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, VORPCORE RDR3natives.*
