# PROPSET::CREATE_PROP_SET_INSTANCE_ATTACHED_TO_ENTITY

- **Hash:** `0x9609DBDDE18FAD8C`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `CreatePropSetInstanceAttachedToEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/CREATE_PROP_SET_INSTANCE_ATTACHED_TO_ENTITY

## Signature

```c
PropSet CREATE_PROP_SET_INSTANCE_ATTACHED_TO_ENTITY(Hash hash, float x, float y, float z, Entity entity, float p5, BOOL p6, int p7, BOOL p8);
```

## Parameters

- `hash` (`Hash`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `entity` (`Entity`)
- `p5` (`float`)
- `p6` (`BOOL`)
- `p7` (`int`)
- `p8` (`BOOL`)

## Returns

`PropSet`

## Usage

### Lua

```lua
local retval = CreatePropSetInstanceAttachedToEntity(hash, x, y, z, entity, p5, p6, p7, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0x9609DBDDE18FAD8C, hash, x, y, z, entity, p5, p6, p7, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreatePropSetInstanceAttachedToEntity(hash, x, y, z, entity, p5, p6, p7, p8);

// by hash
const retval = Citizen.invokeNative('0x9609DBDDE18FAD8C', hash, x + 0.0000001, y + 0.0000001, z + 0.0000001, entity, p5 + 0.0000001, p6, p7, p8, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
int retval = Function.Call<int>((Hash)0x9609DBDDE18FAD8C, hash, x, y, z, entity, p5, p6, p7, p8);
```

- 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` ``.
- 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.

*Sources: alloc8or RDR3 NativeDB.*
