# VEHICLE::_SET_CARGO_COMPARTMENT_OPEN

- **Hash:** `0xF6E3D38869D0F7AD`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetCargoCompartmentOpen`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **Other names:** `_SET_VEHICLE_COMPARTMENT_DOOR_OPEN`
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_CARGO_COMPARTMENT_OPEN

## Signature

```c
void _SET_CARGO_COMPARTMENT_OPEN(Vehicle vehicle);
```

## Parameters

- `vehicle` (`Vehicle`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Forces open a vehicle's primary cargo access point, such as dropping a wagon tailgate, opening a built-in lockbox, or revealing a hidden compartment.
One-way trigger: calling this again does not close the compartment.

*Source: VORPCORE RDR3natives*

Opens the compartment door of a vehicle if it has one, dropping the tailgate, opening a built-in lockbox, or revealing a hidden smuggler compartment

## Usage

### Lua

```lua
SetCargoCompartmentOpen(vehicle)

-- always available, by hash
Citizen.InvokeNative(0xF6E3D38869D0F7AD, vehicle)
```

### JavaScript

```js
SetCargoCompartmentOpen(vehicle);

// by hash
Citizen.invokeNative('0xF6E3D38869D0F7AD', vehicle);
```

### C#

```csharp
Function.Call((Hash)0xF6E3D38869D0F7AD, vehicle);
```

- 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, VORPCORE RDR3natives.*
