# TASK::_SET_SCENARIO_GROUP_ENABLED_HASH

- **Hash:** `0x9925EDDB6EAB88CD`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetScenarioGroupEnabledHash`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_SET_SCENARIO_GROUP_ENABLED_HASH

## Signature

```c
void _SET_SCENARIO_GROUP_ENABLED_HASH(Hash scenarioGroup, BOOL toggle);
```

## Parameters

- `scenarioGroup` (`Hash`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetScenarioGroupEnabledHash(scenarioGroup, toggle)

-- always available, by hash
Citizen.InvokeNative(0x9925EDDB6EAB88CD, scenarioGroup, toggle)
```

### JavaScript

```js
SetScenarioGroupEnabledHash(scenarioGroup, toggle);

// by hash
Citizen.invokeNative('0x9925EDDB6EAB88CD', scenarioGroup, toggle);
```

### C#

```csharp
Function.Call((Hash)0x9925EDDB6EAB88CD, scenarioGroup, toggle);
```

- 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

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

*Sources: alloc8or RDR3 NativeDB.*
