# PHYSICS::_ATTACH_ENTITIES_TO_ROPE_2

- **Hash:** `0x462FF2A432733A44`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `AttachEntitiesToRope_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_ATTACH_ENTITIES_TO_ROPE_2

## Signature

```c
void _ATTACH_ENTITIES_TO_ROPE_2(int ropeId, Entity entity1, Entity entity2, float ent1X, float ent1Y, float ent1Z, float ent2X, float ent2Y, float ent2Z, const char* boneName1, const char* boneName2);
```

## Parameters

- `ropeId` (`int`)
- `entity1` (`Entity`)
- `entity2` (`Entity`)
- `ent1X` (`float`)
- `ent1Y` (`float`)
- `ent1Z` (`float`)
- `ent2X` (`float`)
- `ent2Y` (`float`)
- `ent2Z` (`float`)
- `boneName1` (`const char*`)
- `boneName2` (`const char*`)

## Returns

`void`

## Description

Attaches a rope to two entities: binds two bones from two entities; one entity can be an object, i.e. a suspension point, the other an NPC bone

## Usage

### Lua

```lua
AttachEntitiesToRope_2(ropeId, entity1, entity2, ent1X, ent1Y, ent1Z, ent2X, ent2Y, ent2Z, boneName1, boneName2)

-- always available, by hash
Citizen.InvokeNative(0x462FF2A432733A44, ropeId, entity1, entity2, ent1X, ent1Y, ent1Z, ent2X, ent2Y, ent2Z, boneName1, boneName2)
```

### JavaScript

```js
AttachEntitiesToRope_2(ropeId, entity1, entity2, ent1X, ent1Y, ent1Z, ent2X, ent2Y, ent2Z, boneName1, boneName2);

// by hash
Citizen.invokeNative('0x462FF2A432733A44', ropeId, entity1, entity2, ent1X + 0.0000001, ent1Y + 0.0000001, ent1Z + 0.0000001, ent2X + 0.0000001, ent2Y + 0.0000001, ent2Z + 0.0000001, boneName1, boneName2);
```

### C#

```csharp
Function.Call((Hash)0x462FF2A432733A44, ropeId, entity1, entity2, ent1X, ent1Y, ent1Z, ent2X, ent2Y, ent2Z, boneName1, boneName2);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.
- 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.*
