# PHYSICS::_ROPE_SET_LENGTH_CHANGE_RATE

- **Hash:** `0x1FC92BDBA1106BD2`
- **Namespace:** PHYSICS
- **Runtime name (Lua/JS):** `RopeSetLengthChangeRate`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_ROPE_FORCE_LENGHT`
- **URL:** https://natives.borderlinerp.com/natives/PHYSICS/_ROPE_SET_LENGTH_CHANGE_RATE

## Signature

```c
void _ROPE_SET_LENGTH_CHANGE_RATE(int ropeId, float lengthChangeRate);
```

## Parameters

- `ropeId` (`int`)
- `lengthChangeRate` (`float`)

## Returns

`void`

## Description

Sets the rate used by START_ROPE_WINDING and START_ROPE_UNWINDING_FRONT to change the rope's forced length.
ROPE_FORCE_LENGTH directly writes the forced length instead.

## Usage

### Lua

```lua
RopeSetLengthChangeRate(ropeId, lengthChangeRate)

-- always available, by hash
Citizen.InvokeNative(0x1FC92BDBA1106BD2, ropeId, lengthChangeRate)
```

### JavaScript

```js
RopeSetLengthChangeRate(ropeId, lengthChangeRate);

// by hash
Citizen.invokeNative('0x1FC92BDBA1106BD2', ropeId, lengthChangeRate + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x1FC92BDBA1106BD2, ropeId, lengthChangeRate);
```

- 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.*
