# SCRIPT::_ACTIVATE_GOAL_CONTEXT

- **Hash:** `0x7D654266025E921B`
- **Namespace:** SCRIPT
- **Runtime name (Lua/JS):** `ActivateGoalContext`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/SCRIPT/_ACTIVATE_GOAL_CONTEXT

## Signature

```c
void _ACTIVATE_GOAL_CONTEXT(Hash goalContext);
```

## Parameters

- `goalContext` (`Hash`)

## Returns

`void`

## Description

goalContext: see <availableContexts> in common/data/stats_and_challenges/goals_*.meta

## Usage

### Lua

```lua
ActivateGoalContext(goalContext)

-- always available, by hash
Citizen.InvokeNative(0x7D654266025E921B, goalContext)
```

### JavaScript

```js
ActivateGoalContext(goalContext);

// by hash
Citizen.invokeNative('0x7D654266025E921B', goalContext);
```

### C#

```csharp
Function.Call((Hash)0x7D654266025E921B, goalContext);
```

- 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` ``.
- 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.

## See also

- [SCRIPT::_DEACTIVATE_GOAL_CONTEXT](https://natives.borderlinerp.com/natives/SCRIPT/_DEACTIVATE_GOAL_CONTEXT.md)

*Sources: alloc8or RDR3 NativeDB.*
