# TELEMETRY::_TELEMETRY_TRIGGER_TRANSACTION_REQUEST

- **Hash:** `0x80A02D9F948A8BCA`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryTriggerTransactionRequest`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_TRIGGER_TRANSACTION_REQUEST

## Signature

```c
BOOL _TELEMETRY_TRIGGER_TRANSACTION_REQUEST(Any* requestId, Any* transactionId);
```

## Parameters

- `requestId` (`Any*`)
- `transactionId` (`Any*`)

## Returns

`BOOL`

## Description

Returns false when transaction request is failing

## Usage

### Lua

```lua
local retval, requestId, transactionId = TelemetryTriggerTransactionRequest()

-- always available, by hash
local retval, requestId, transactionId = Citizen.InvokeNative(0x80A02D9F948A8BCA, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const [retval, requestId, transactionId] = TelemetryTriggerTransactionRequest();

// by hash
const [retval, requestId, transactionId] = Citizen.invokeNative('0x80A02D9F948A8BCA', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var requestId = new OutputArgument();
var transactionId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0x80A02D9F948A8BCA, requestId, transactionId);
// requestId.GetResult<int>()
// transactionId.GetResult<int>()
```

- Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
- `Any*` arguments are often structs. Build them with a DataView buffer and pass it with `:Buffer()` — see the examples and notes below.
- 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.*
