# SCRIPT::START_NEW_SCRIPT_WITH_NAME_HASH_AND_ARGS

- **Hash:** `0xC4BB298BD441BE78`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `StartNewScriptWithNameHashAndArgs`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/START_NEW_SCRIPT_WITH_NAME_HASH_AND_ARGS

## Signature

```c
int START_NEW_SCRIPT_WITH_NAME_HASH_AND_ARGS(Hash scriptHash, Any* args, int argCount, int stackSize);
```

## Parameters

- `scriptHash` (`Hash`)
- `args` (`Any*`)
- `argCount` (`int`)
- `stackSize` (`int`)

## Returns

`int`

## Usage

### Lua

```lua
local retval, args = StartNewScriptWithNameHashAndArgs(scriptHash, argCount, stackSize)

-- always available, by hash
local retval, args = Citizen.InvokeNative(0xC4BB298BD441BE78, scriptHash, Citizen.PointerValueInt(), argCount, stackSize, Citizen.ResultAsInteger())
```

### JavaScript

```js
const [retval, args] = StartNewScriptWithNameHashAndArgs(scriptHash, argCount, stackSize);

// by hash
const [retval, args] = Citizen.invokeNative('0xC4BB298BD441BE78', scriptHash, Citizen.pointerValueInt(), argCount, stackSize, Citizen.returnResultAnyway(), Citizen.resultAsInteger());
```

### C#

```csharp
var args = new OutputArgument();
int retval = Function.Call<int>((Hash)0xC4BB298BD441BE78, scriptHash, args, argCount, stackSize);
// args.GetResult<int>()
```

- 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` ``.
- 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.*
