# VEHICLE::SET_VEHICLE_DAMAGE

- **Hash:** `0x1D7678F81452BB41`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleDamage`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/SET_VEHICLE_DAMAGE

## Signature

```c
void SET_VEHICLE_DAMAGE(Vehicle vehicle, float xOffset, float yOffset, float zOffset, float damage, float radius, BOOL p6);
```

## Parameters

- `vehicle` (`Vehicle`)
- `xOffset` (`float`)
- `yOffset` (`float`)
- `zOffset` (`float`)
- `damage` (`float`)
- `radius` (`float`)
- `p6` (`BOOL`)

## Returns

`void`

## Description

Apply damage to vehicle at a location. Location is relative to vehicle model (not world).

Radius of effect damage applied in a sphere at impact location

## Usage

### Lua

```lua
SetVehicleDamage(vehicle, xOffset, yOffset, zOffset, damage, radius, p6)

-- always available, by hash
Citizen.InvokeNative(0x1D7678F81452BB41, vehicle, xOffset, yOffset, zOffset, damage, radius, p6)
```

### JavaScript

```js
SetVehicleDamage(vehicle, xOffset, yOffset, zOffset, damage, radius, p6);

// by hash
Citizen.invokeNative('0x1D7678F81452BB41', vehicle, xOffset + 0.0000001, yOffset + 0.0000001, zOffset + 0.0000001, damage + 0.0000001, radius + 0.0000001, p6);
```

### C#

```csharp
Function.Call((Hash)0x1D7678F81452BB41, vehicle, xOffset, yOffset, zOffset, damage, radius, 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.

*Sources: alloc8or RDR3 NativeDB.*
