# TASK::_TASK_START_SCENARIO_IN_PLACE_2

- **Hash:** `0xA917E39F2CEFD215`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskStartScenarioInPlace_2`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_START_SCENARIO_IN_PLACE_2

## Signature

```c
void _TASK_START_SCENARIO_IN_PLACE_2(Ped ped, Any p1, const char* p2, int p3, BOOL p4, float p5, BOOL idleForever);
```

## Parameters

- `ped` (`Ped`)
- `p1` (`Any`)
- `p2` (`const char*`)
- `p3` (`int`)
- `p4` (`BOOL`)
- `p5` (`float`)
- `idleForever` (`BOOL`)

## Returns

`void`

## Description

Takes scenario point handle instead of hash

## Usage

### Lua

```lua
TaskStartScenarioInPlace_2(ped, p1, p2, p3, p4, p5, idleForever)

-- always available, by hash
Citizen.InvokeNative(0xA917E39F2CEFD215, ped, p1, p2, p3, p4, p5, idleForever)
```

### JavaScript

```js
TaskStartScenarioInPlace_2(ped, p1, p2, p3, p4, p5, idleForever);

// by hash
Citizen.invokeNative('0xA917E39F2CEFD215', ped, p1, p2, p3, p4, p5 + 0.0000001, idleForever);
```

### C#

```csharp
Function.Call((Hash)0xA917E39F2CEFD215, ped, p1, p2, p3, p4, p5, idleForever);
```

- 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.*
