# VEHICLE::_SET_VELOCITY_FOR_BALLOON

- **Hash:** `0x12F6C6ED3EFF42DE`
- **Namespace:** VEHICLE
- **Runtime name (Lua/JS):** `SetVelocityForBalloon`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/VEHICLE/_SET_VELOCITY_FOR_BALLOON

## Signature

```c
void _SET_VELOCITY_FOR_BALLOON(Vehicle balloon, float x, float y, float z);
```

## Parameters

- `balloon` (`Vehicle`)
- `x` (`float`)
- `y` (`float`)
- `z` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets a hot air balloon velocity vector.

Notes:
- Balloon-only: gated to VEHICLE_TYPE_BALLOON.
- Scripts pass GET_ENTITY_VELOCITY(...) from another entity to copy/match its motion.
- Used together with _SET_BALLOON_ROUTE and _SET_BALLOON_SECONDARY_TARGET as part of scripted balloon movement/control.

*Source: VORPCORE RDR3natives*

Params: coords = GET_ENTITY_VELOCITY
_SET_VELOCITY*

## Usage

### Lua

```lua
SetVelocityForBalloon(balloon, x, y, z)

-- always available, by hash
Citizen.InvokeNative(0x12F6C6ED3EFF42DE, balloon, x, y, z)
```

### JavaScript

```js
SetVelocityForBalloon(balloon, x, y, z);

// by hash
Citizen.invokeNative('0x12F6C6ED3EFF42DE', balloon, x + 0.0000001, y + 0.0000001, z + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x12F6C6ED3EFF42DE, balloon, x, y, z);
```

- 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, VORPCORE RDR3natives.*
