# SCRIPT::START_NEW_SCRIPT_WITH_ARGS

- **Hash:** `0xB8BA7F44DF1575E1`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `StartNewScriptWithArgs`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/START_NEW_SCRIPT_WITH_ARGS

## Signature

```c
int START_NEW_SCRIPT_WITH_ARGS(const char* scriptName, Any* args, int argCount, int stackSize);
```

## Parameters

- `scriptName` (`const char*`)
- `args` (`Any*`)
- `argCount` (`int`)
- `stackSize` (`int`)

## Returns

`int`

## Description

return : script thread id, 0 if failed
Pass pointer to struct of args in p1, size of struct goes into p2

## Usage

### Lua

```lua
local retval, args = StartNewScriptWithArgs(scriptName, argCount, stackSize)

-- always available, by hash
local retval, args = Citizen.InvokeNative(0xB8BA7F44DF1575E1, scriptName, Citizen.PointerValueInt(), argCount, stackSize, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, args] = StartNewScriptWithArgs(scriptName, argCount, stackSize);

// by hash
const [retval, args] = Citizen.invokeNative('0xB8BA7F44DF1575E1', scriptName, Citizen.pointerValueInt(), argCount, stackSize, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var args = new OutputArgument();
int retval = Function.Call<int>((Hash)0xB8BA7F44DF1575E1, scriptName, args, argCount, stackSize);
// args.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.

*Sources: alloc8or RDR3 NativeDB.*
