# PED::_SET_SCENARIO_PED_DENSITY_THIS_FRAME

- **Hash:** `0x95423627A9CA598E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetScenarioPedDensityThisFrame`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_SCENARIO_PED_DENSITY_THIS_FRAME

## Signature

```c
void _SET_SCENARIO_PED_DENSITY_THIS_FRAME(Hash configHash);
```

## Parameters

- `configHash` (`Hash`)

## Returns

`void`

## Description

Sets the scenario ped density to the given config.

Valid configs:
- BLACKWATER
- DEFAULT
- NEWBORDEAUX
- RHODES
- STRAWBERRY
- TUMBLEWEED
- VALENTINE
- VANHORN

See common/data/ai/densityscoringconfigs.meta for more information.

## Usage

### Lua

```lua
SetScenarioPedDensityThisFrame(configHash)

-- always available, by hash
Citizen.InvokeNative(0x95423627A9CA598E, configHash)
```

### JavaScript

```js
SetScenarioPedDensityThisFrame(configHash);

// by hash
Citizen.invokeNative('0x95423627A9CA598E', configHash);
```

### C#

```csharp
Function.Call((Hash)0x95423627A9CA598E, configHash);
```

- 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.*
