# TASK::_PED_APPLY_FOLLOW_ROAD_SPEED_OVERRIDE

- **Hash:** `0xBAAB791AA72C2821`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `PedApplyFollowRoadSpeedOverride`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_PED_APPLY_FOLLOW_ROAD_SPEED_OVERRIDE

## Signature

```c
void _PED_APPLY_FOLLOW_ROAD_SPEED_OVERRIDE(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Sets the AI travel speed for a mount (horse). Affects how fast the horse's AI will move when being controlled by AI logic (not player input), e.g. during escorts, flee, wander, or scripted tasks 
https://youtu.be/aupII2O9vT8

## Usage

### Lua

```lua
PedApplyFollowRoadSpeedOverride(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0xBAAB791AA72C2821, p0, p1)
```

### JavaScript

```js
PedApplyFollowRoadSpeedOverride(p0, p1);

// by hash
Citizen.invokeNative('0xBAAB791AA72C2821', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0xBAAB791AA72C2821, p0, 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.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
