# TASK::_TASK_USE_SCENARIO_POINT_2

- **Hash:** `0x0F6641449DD86FBE`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskUseScenarioPoint_2`
- **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_SCENARIO_POINT_2

## Signature

```c
void _TASK_USE_SCENARIO_POINT_2(Ped ped, Ped ped2, Any p2, const char* p3, int p4, Hash p5, float p6, BOOL p7);
```

## Parameters

- `ped` (`Ped`)
- `ped2` (`Ped`)
- `p2` (`Any`)
- `p3` (`const char*`)
- `p4` (`int`)
- `p5` (`Hash`)
- `p6` (`float`)
- `p7` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
TaskUseScenarioPoint_2(ped, ped2, p2, p3, p4, p5, p6, p7)

-- always available, by hash
Citizen.InvokeNative(0x0F6641449DD86FBE, ped, ped2, p2, p3, p4, p5, p6, p7)
```

### JavaScript

```js
TaskUseScenarioPoint_2(ped, ped2, p2, p3, p4, p5, p6, p7);

// by hash
Citizen.invokeNative('0x0F6641449DD86FBE', ped, ped2, p2, p3, p4, p5, p6 + 0.0000001, p7);
```

### C#

```csharp
Function.Call((Hash)0x0F6641449DD86FBE, ped, ped2, p2, p3, p4, p5, p6, p7);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.*
