# TASK::_TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING_2

- **Hash:** `0x041D17A9E221AE30`
- **Namespace:** TASK
- **Runtime name (Lua/JS):** `TaskVehicleFollowWaypointRecording_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_VEHICLE_FOLLOW_WAYPOINT_RECORDING_2

## Signature

```c
void _TASK_VEHICLE_FOLLOW_WAYPOINT_RECORDING_2(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6, Any p7, Any p8, Any p9);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)
- `p2` (`Any`)
- `p3` (`Any`)
- `p4` (`Any`)
- `p5` (`Any`)
- `p6` (`Any`)
- `p7` (`Any`)
- `p8` (`Any`)
- `p9` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TaskVehicleFollowWaypointRecording_2(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)

-- always available, by hash
Citizen.InvokeNative(0x041D17A9E221AE30, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9)
```

### JavaScript

```js
TaskVehicleFollowWaypointRecording_2(p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);

// by hash
Citizen.invokeNative('0x041D17A9E221AE30', p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

### C#

```csharp
Function.Call((Hash)0x041D17A9E221AE30, p0, p1, p2, p3, p4, p5, p6, p7, p8, p9);
```

- 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.*
