# TASK::_TASK_USE_NEAREST_SCENARIO_TO_COORD

- **Hash:** `0x322BFDEA666E2B0E`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskUseNearestScenarioToCoord`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TASK/_TASK_USE_NEAREST_SCENARIO_TO_COORD

## Signature

```c
void _TASK_USE_NEAREST_SCENARIO_TO_COORD(Ped ped, float x, float y, float z, float distance, int duration, BOOL p6, BOOL p7, BOOL p8, BOOL p9);
```

## Parameters

- `ped` (`Ped`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `distance` (`float`)
- `duration` (`int`)
- `p6` (`BOOL`)
- `p7` (`BOOL`)
- `p8` (`BOOL`)
- `p9` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskUseNearestScenarioToCoord(ped, x, y, z, distance, duration, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0x322BFDEA666E2B0E, ped, x, y, z, distance, duration, p6, p7, p8, p9)
```

### JavaScript

```js
TaskUseNearestScenarioToCoord(ped, x, y, z, distance, duration, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0x322BFDEA666E2B0E', ped, x + 0.0000001, y + 0.0000001, z + 0.0000001, distance + 0.0000001, duration, p6, p7, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0x322BFDEA666E2B0E, ped, x, y, z, distance, duration, p6, p7, p8, p9);
```

- 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.*
