# VEHICLE::_SET_VEHICLE_ROAD_LINK_FORCED

- **Hash:** `0xC2E62678D602853C`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleRoadLinkForced`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_VEHICLE_ROAD_LINK_FORCED

## Signature

```c
void _SET_VEHICLE_ROAD_LINK_FORCED(Vehicle vehicle, float startX, float startY, float startZ, float endX, float endY, float endZ);
```

## Parameters

- `vehicle` (`Vehicle`)
- `startX` (`float`)
- `startY` (`float`)
- `startZ` (`float`)
- `endX` (`float`)
- `endY` (`float`)
- `endZ` (`float`)

## Returns

`void`

## Description

Picks the road/path link nearest (start to end) and stores it on the vehicle's driving component (used by R* Scripts to choose an exit link).

## Usage

### Lua

```lua
SetVehicleRoadLinkForced(vehicle, startX, startY, startZ, endX, endY, endZ)

-- always available, by hash
Citizen.InvokeNative(0xC2E62678D602853C, vehicle, startX, startY, startZ, endX, endY, endZ)
```

### JavaScript

```js
SetVehicleRoadLinkForced(vehicle, startX, startY, startZ, endX, endY, endZ);

// by hash
Citizen.invokeNative('0xC2E62678D602853C', vehicle, startX + 0.0000001, startY + 0.0000001, startZ + 0.0000001, endX + 0.0000001, endY + 0.0000001, endZ + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xC2E62678D602853C, vehicle, startX, startY, startZ, endX, endY, endZ);
```

- 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.
- 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.*
