# TELEMETRY::_TRY_GET_TELEMETRY_ID_FROM_TRANSACTION_ID

- **Hash:** `0xF184B3ECE36219CF`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TryGetTelemetryIdFromTransactionId`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TRY_GET_TELEMETRY_ID_FROM_TRANSACTION_ID

## Signature

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

## Parameters

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

## Returns

`BOOL`

## Usage

### Lua

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

-- always available, by hash
local retval, transactionId, requestId = Citizen.InvokeNative(0xF184B3ECE36219CF, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.ReturnResultAnyway())
```

### JavaScript

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

// by hash
const [retval, transactionId, requestId] = Citizen.invokeNative('0xF184B3ECE36219CF', Citizen.pointerValueInt(), Citizen.pointerValueInt(), Citizen.returnResultAnyway());
```

### C#

```csharp
var transactionId = new OutputArgument();
var requestId = new OutputArgument();
bool retval = Function.Call<bool>((Hash)0xF184B3ECE36219CF, transactionId, requestId);
// transactionId.GetResult<int>()
// requestId.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.*
