# TASK::_SET_SCENARIO_POINT_RADIUS

- **Hash:** `0xC47D9080A9A8856A`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetScenarioPointRadius`
- **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_RADIUS

## Signature

```c
void _SET_SCENARIO_POINT_RADIUS(int scenario, float radius);
```

## Parameters

- `scenario` (`int`)
- `radius` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetScenarioPointRadius(scenario, radius)

-- always available, by hash
Citizen.InvokeNative(0xC47D9080A9A8856A, scenario, radius)
```

### JavaScript

```js
SetScenarioPointRadius(scenario, radius);

// by hash
Citizen.invokeNative('0xC47D9080A9A8856A', scenario, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC47D9080A9A8856A, scenario, radius);
```

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

*Sources: alloc8or RDR3 NativeDB.*
