# UIDEBUG::_BG_SET_TEXT_COLOR

- **Hash:** `0x16FA5CE47F184F1E`
- **Namespace:** UIDEBUG
- **Runtime name (Lua/JS):** `BgSetTextColor`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1355
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/UIDEBUG/_BG_SET_TEXT_COLOR

## Signature

```c
void _BG_SET_TEXT_COLOR(int red, int green, int blue, int alpha);
```

## Parameters

- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)
- `alpha` (`int`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/tree/master/useful_info_from_rpfs/colours

## Usage

### Lua

```lua
BgSetTextColor(red, green, blue, alpha)

-- always available, by hash
Citizen.InvokeNative(0x16FA5CE47F184F1E, red, green, blue, alpha)
```

### JavaScript

```js
BgSetTextColor(red, green, blue, alpha);

// by hash
Citizen.invokeNative('0x16FA5CE47F184F1E', red, green, blue, alpha);
```

### C#

```csharp
Function.Call((Hash)0x16FA5CE47F184F1E, red, green, blue, alpha);
```

- 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.*
