# TASK::_SET_SCENARIO_POINT_COORDS

- **Hash:** `0x2056AB38DF06825C`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetScenarioPointCoords`
- **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_COORDS

## Signature

```c
void _SET_SCENARIO_POINT_COORDS(int scenario, float xPos, float yPos, float zPos, BOOL p4);
```

## Parameters

- `scenario` (`int`)
- `xPos` (`float`)
- `yPos` (`float`)
- `zPos` (`float`)
- `p4` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetScenarioPointCoords(scenario, xPos, yPos, zPos, p4)

-- always available, by hash
Citizen.InvokeNative(0x2056AB38DF06825C, scenario, xPos, yPos, zPos, p4)
```

### JavaScript

```js
SetScenarioPointCoords(scenario, xPos, yPos, zPos, p4);

// by hash
Citizen.invokeNative('0x2056AB38DF06825C', scenario, xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, p4);
```

### C#

```csharp
Function.Call((Hash)0x2056AB38DF06825C, scenario, xPos, yPos, zPos, p4);
```

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

*Sources: alloc8or RDR3 NativeDB.*
