# PERSCHAR::_SET_PERSCHAR_SCHEDULE

- **Hash:** `0x187D65F3AEC5D679`
- **Namespace:** PERSCHAR
- **Runtime name (Lua/JS):** `SetPerscharSchedule`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PERSCHAR/_SET_PERSCHAR_SCHEDULE

## Signature

```c
void _SET_PERSCHAR_SCHEDULE(Hash persCharHash, const char* schedule);
```

## Parameters

- `persCharHash` (`Hash`)
- `schedule` (`const char*`)

## Returns

`void`

## Usage

### Lua

```lua
SetPerscharSchedule(persCharHash, schedule)

-- always available, by hash
Citizen.InvokeNative(0x187D65F3AEC5D679, persCharHash, schedule)
```

### JavaScript

```js
SetPerscharSchedule(persCharHash, schedule);

// by hash
Citizen.invokeNative('0x187D65F3AEC5D679', persCharHash, schedule);
```

### C#

```csharp
Function.Call((Hash)0x187D65F3AEC5D679, persCharHash, schedule);
```

- 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.

## See also

- [PERSCHAR::_RESET_PERSCHAR_SCHEDULE](https://natives.borderlinerp.com/natives/PERSCHAR/_RESET_PERSCHAR_SCHEDULE.md)

*Sources: alloc8or RDR3 NativeDB.*
