# TASK::_SET_SCENARIO_POINT_HEADING

- **Hash:** `0xD3A0DA8F91612C6E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetScenarioPointHeading`
- **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_HEADING

## Signature

```c
void _SET_SCENARIO_POINT_HEADING(int scenario, float heading, BOOL p2);
```

## Parameters

- `scenario` (`int`)
- `heading` (`float`)
- `p2` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetScenarioPointHeading(scenario, heading, p2)

-- always available, by hash
Citizen.InvokeNative(0xD3A0DA8F91612C6E, scenario, heading, p2)
```

### JavaScript

```js
SetScenarioPointHeading(scenario, heading, p2);

// by hash
Citizen.invokeNative('0xD3A0DA8F91612C6E', scenario, heading + 0.0000001, p2);
```

### C#

```csharp
Function.Call((Hash)0xD3A0DA8F91612C6E, scenario, heading, p2);
```

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

*Sources: alloc8or RDR3 NativeDB.*
