# WEAPON::_SET_ARROW_TRAIL_FX

- **Hash:** `0x2EBF70E1D8C06683`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetArrowTrailFx`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_ARROW_TRAIL_FX

## Signature

```c
void _SET_ARROW_TRAIL_FX(Ped ped, Hash trailHash);
```

## Parameters

- `ped` (`Ped`)
- `trailHash` (`Hash`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the arrow trail FX preset for arrows fired from a bow by this ped (applies to arrows fired after the call).
trailHash: 658521773 is used by R* to enable a sparkly trail in some MP modes and to restore default via -1199552854.
Visual-only; does not change ammo/damage.

*Source: VORPCORE RDR3natives*

Sets the visual trail FX for arrows fired from a Bow by the given ped

## Usage

### Lua

```lua
SetArrowTrailFx(ped, trailHash)

-- always available, by hash
Citizen.InvokeNative(0x2EBF70E1D8C06683, ped, trailHash)
```

### JavaScript

```js
SetArrowTrailFx(ped, trailHash);

// by hash
Citizen.invokeNative('0x2EBF70E1D8C06683', ped, trailHash);
```

### C#

```csharp
Function.Call((Hash)0x2EBF70E1D8C06683, ped, trailHash);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.
- 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.*
