# TASK::_SET_TASK_MOVE_NETWORK_SIGNAL_VECTOR

- **Hash:** `0x4662BFE01938D98D`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `SetTaskMoveNetworkSignalVector`
- **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_TASK_MOVE_NETWORK_SIGNAL_VECTOR

## Signature

```c
void _SET_TASK_MOVE_NETWORK_SIGNAL_VECTOR(Ped ped, const char* signalName, float x, float y, float z);
```

## Parameters

- `ped` (`Ped`)
- `signalName` (`const char*`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Usage

### Lua

```lua
SetTaskMoveNetworkSignalVector(ped, signalName, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x4662BFE01938D98D, ped, signalName, x, y, z)
```

### JavaScript

```js
SetTaskMoveNetworkSignalVector(ped, signalName, x, y, z);

// by hash
Citizen.invokeNative('0x4662BFE01938D98D', ped, signalName, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x4662BFE01938D98D, ped, signalName, x, y, z);
```

- 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.

*Sources: alloc8or RDR3 NativeDB.*
