# PROPSET::_CREATE_PROP_SET_INSTANCE_ATTACHED_TO_ENTITY_2

- **Hash:** `0xACA7FB30269096D4`
- **Namespace:** PROPSET
- **Runtime name (Lua/JS):** `CreatePropSetInstanceAttachedToEntity_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PROPSET/_CREATE_PROP_SET_INSTANCE_ATTACHED_TO_ENTITY_2

## Signature

```c
PropSet _CREATE_PROP_SET_INSTANCE_ATTACHED_TO_ENTITY_2(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`

## Description

Same as CREATE_PROP_SET_INSTANCE_ATTACHED_TO_ENTITY

## Usage

### Lua

```lua
local retval = CreatePropSetInstanceAttachedToEntity_2(hash, x, y, z, entity, p5, p6, p7, p8)

-- always available, by hash
local retval = Citizen.InvokeNative(0xACA7FB30269096D4, hash, x, y, z, entity, p5, p6, p7, p8, Citizen.ResultAsInteger())
```

### JavaScript

```js
const retval = CreatePropSetInstanceAttachedToEntity_2(hash, x, y, z, entity, p5, p6, p7, p8);

// by hash
const retval = Citizen.invokeNative('0xACA7FB30269096D4', 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)0xACA7FB30269096D4, 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.
- 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.*
