# TASK::_SET_SCENARIO_POINT_ACTIVE

- **Hash:** `0xEEE4829304F93EEE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetScenarioPointActive`
- **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_POINT_ACTIVE

## Signature

```c
void _SET_SCENARIO_POINT_ACTIVE(int scenario, BOOL active);
```

## Parameters

- `scenario` (`int`)
- `active` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetScenarioPointActive(scenario, active)

-- always available, by hash
Citizen.InvokeNative(0xEEE4829304F93EEE, scenario, active)
```

### JavaScript

```js
SetScenarioPointActive(scenario, active);

// by hash
Citizen.invokeNative('0xEEE4829304F93EEE', scenario, active);
```

### C#

```csharp
Function.Call((Hash)0xEEE4829304F93EEE, scenario, active);
```

- 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_POINT_ACTIVE](https://natives.borderlinerp.com/natives/TASK/_IS_SCENARIO_POINT_ACTIVE.md)

*Sources: alloc8or RDR3 NativeDB.*
