# TASK::_GET_SCENARIO_POINT_COORDS

- **Hash:** `0xA8452DD321607029`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `GetScenarioPointCoords`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_GET_SCENARIO_POINT_COORDS

## Signature

```c
Vector3 _GET_SCENARIO_POINT_COORDS(int scenario, BOOL p1);
```

## Parameters

- `scenario` (`int`)
- `p1` (`BOOL`)

## Returns

`Vector3`

## Description

Params: p1 is always true in R* Scripts

## Usage

### Lua

```lua
local retval = GetScenarioPointCoords(scenario, p1)

-- always available, by hash
local retval = Citizen.InvokeNative(0xA8452DD321607029, scenario, p1, Citizen.ResultAsVector())
```

### JavaScript

```js
const retval = GetScenarioPointCoords(scenario, p1);

// by hash
const retval = Citizen.invokeNative('0xA8452DD321607029', scenario, p1, Citizen.returnResultAnyway(), Citizen.resultAsVector());
```

### C#

```csharp
Vector3 retval = Function.Call<Vector3>((Hash)0xA8452DD321607029, scenario, p1);
```

- 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

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

*Sources: alloc8or RDR3 NativeDB.*
