# TASK::OPEN_SEQUENCE_TASK

- **Hash:** `0xE8854A4326B9E12B`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `OpenSequenceTask`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/OPEN_SEQUENCE_TASK

## Signature

```c
void OPEN_SEQUENCE_TASK(int* taskSequenceId);
```

## Parameters

- `taskSequenceId` (`int*`)

## Returns

`void`

## Usage

### Lua

```lua
local taskSequenceId = OpenSequenceTask(taskSequenceId)

-- always available, by hash
local taskSequenceId = Citizen.InvokeNative(0xE8854A4326B9E12B, Citizen.PointerValueIntInitialized(taskSequenceId))
```

### JavaScript

```js
const taskSequenceId = OpenSequenceTask(taskSequenceId);

// by hash
const taskSequenceId = Citizen.invokeNative('0xE8854A4326B9E12B', Citizen.pointerValueIntInitialized(taskSequenceId));
```

### C#

```csharp
var taskSequenceId = new OutputArgument();
Function.Call((Hash)0xE8854A4326B9E12B, taskSequenceId);
// taskSequenceId.GetResult<int>()
```

- The last argument is an in/out pointer: pass its initial value, and the updated value is returned after the result.

## See also

- [TASK::CLOSE_SEQUENCE_TASK](https://natives.borderlinerp.com/natives/TASK/CLOSE_SEQUENCE_TASK.md)
- [TASK::CLEAR_SEQUENCE_TASK](https://natives.borderlinerp.com/natives/TASK/CLEAR_SEQUENCE_TASK.md)

*Sources: alloc8or RDR3 NativeDB.*
