# VEHICLE::_SET_VEHICLE_TINT

- **Hash:** `0x8268B098F6FCA4E2`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVehicleTint`
- **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_TINT

## Signature

```c
void _SET_VEHICLE_TINT(Vehicle vehicle, int tintId);
```

## Parameters

- `vehicle` (`Vehicle`)
- `tintId` (`int`)

## Returns

`void`

## Description

https://github.com/femga/rdr3_discoveries/blob/master/vehicles/vehicle_modding/vehicle_tints.lua

## Usage

### Lua

```lua
SetVehicleTint(vehicle, tintId)

-- always available, by hash
Citizen.InvokeNative(0x8268B098F6FCA4E2, vehicle, tintId)
```

### JavaScript

```js
SetVehicleTint(vehicle, tintId);

// by hash
Citizen.invokeNative('0x8268B098F6FCA4E2', vehicle, tintId);
```

### C#

```csharp
Function.Call((Hash)0x8268B098F6FCA4E2, vehicle, tintId);
```

- 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.

## See also

- [VEHICLE::_GET_VEHICLE_TINT](https://natives.borderlinerp.com/natives/VEHICLE/_GET_VEHICLE_TINT.md)

*Sources: alloc8or RDR3 NativeDB.*
