# TASK::_TASK_VEHICLE_DRIVE_TO_POINT_2

- **Hash:** `0x6524A8981E8BE7C9`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleDriveToPoint_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_VEHICLE_DRIVE_TO_POINT_2

## Signature

```c
void _TASK_VEHICLE_DRIVE_TO_POINT_2(Vehicle vehicle, float x, float y, float z, float p4, float p5, Any p6);
```

## Parameters

- `vehicle` (`Vehicle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)
- `p4` (`float`)
- `p5` (`float`)
- `p6` (`Any`)

## Returns

`void`

## Description

Params: p4 = 3.f or 8.f, p5 = 0.25f, p6 = 0 in R* Scripts

## Usage

### Lua

```lua
TaskVehicleDriveToPoint_2(vehicle, x, y, z, p4, p5, p6)

-- always available, by hash
Citizen.InvokeNative(0x6524A8981E8BE7C9, vehicle, x, y, z, p4, p5, p6)
```

### JavaScript

```js
TaskVehicleDriveToPoint_2(vehicle, x, y, z, p4, p5, p6);

// by hash
Citizen.invokeNative('0x6524A8981E8BE7C9', vehicle, x + 0.0000001, y + 0.0000001, z + 0.0000001, p4 + 0.0000001, p5 + 0.0000001, p6);
```

### C#

```csharp
Function.Call((Hash)0x6524A8981E8BE7C9, vehicle, x, y, z, p4, p5, p6);
```

- 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.*
