# TASK::TASK_USE_SCENARIO_POINT

- **Hash:** `0xCCDAE6324B6A821C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskUseScenarioPoint`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/TASK_USE_SCENARIO_POINT

## Signature

```c
void TASK_USE_SCENARIO_POINT(Ped ped, int scenario, const char* conditionalAnim, int p3, BOOL p4, BOOL p5, Hash p6, BOOL p7, float p8, BOOL p9);
```

## Parameters

- `ped` (`Ped`)
- `scenario` (`int`)
- `conditionalAnim` (`const char*`)
- `p3` (`int`)
- `p4` (`BOOL`)
- `p5` (`BOOL`)
- `p6` (`Hash`)
- `p7` (`BOOL`)
- `p8` (`float`)
- `p9` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskUseScenarioPoint(ped, scenario, conditionalAnim, p3, p4, p5, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0xCCDAE6324B6A821C, ped, scenario, conditionalAnim, p3, p4, p5, p6, p7, p8, p9)
```

### JavaScript

```js
TaskUseScenarioPoint(ped, scenario, conditionalAnim, p3, p4, p5, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0xCCDAE6324B6A821C', ped, scenario, conditionalAnim, p3, p4, p5, p6, p7, p8 + 0.0000001, p9);
```

### C#

```csharp
Function.Call((Hash)0xCCDAE6324B6A821C, ped, scenario, conditionalAnim, p3, p4, p5, p6, p7, p8, p9);
```

- 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.

*Sources: alloc8or RDR3 NativeDB.*
