# TASK::_TASK_POINT_AT_ENTITY

- **Hash:** `0xF40A109B4B79A848`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskPointAtEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_POINT_AT_ENTITY

## Signature

```c
void _TASK_POINT_AT_ENTITY(Ped ped, Entity targetEntity, int durationMs);
```

## Parameters

- `ped` (`Ped`)
- `targetEntity` (`Entity`)
- `durationMs` (`int`)

## Returns

`void`

## Description

*Source: VORPCORE RDR3natives*

Orders the ped to point at the given entity (finger/upper-body point), similar to task point entity

## Usage

### Lua

```lua
TaskPointAtEntity(ped, targetEntity, durationMs)

-- always available, by hash
Citizen.InvokeNative(0xF40A109B4B79A848, ped, targetEntity, durationMs)
```

### JavaScript

```js
TaskPointAtEntity(ped, targetEntity, durationMs);

// by hash
Citizen.invokeNative('0xF40A109B4B79A848', ped, targetEntity, durationMs);
```

### C#

```csharp
Function.Call((Hash)0xF40A109B4B79A848, ped, targetEntity, durationMs);
```

- 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, VORPCORE RDR3natives.*
