# requestPathNodesInArea (Client)

> Asks for the path nodes of an area to be loaded beyond those near the player. The area stays loaded until `releasePathNodes`.

- **Platform**: MY Multiplayer (MYMP)
- **Kind**: Lua Function
- **Side**: Client
- **Category**: Roads and paths
- **URL**: https://wiki.mymp.gg/en/requestPathNodesInArea

## Syntax

```lua
bool requestPathNodesInArea(float minX, minY, float maxX, maxY)
```

## Parameters

| Name | Type | Description |
| --- | --- | --- |
| `minX, minY` | `float` | The area's lowest corner. |
| `maxX, maxY` | `float` | The area's highest corner. |

## Returns

Always `true`.

## Example

```lua
requestPathNodesInArea(-3000, -3000, 3000, 3000)

local timer
timer = setTimer(function()
    if arePathNodesLoaded() then
        killTimer(timer)
        outputDebugString("every path area is loaded")
    end
end, 500, 0)
```

### Note

There is only one requested area at a time: a new request replaces the previous one, from any resource.

## See also

- [arePathNodesLoaded (Client)](https://wiki.mymp.gg/en/arePathNodesLoaded.md): Tells whether the path nodes of an area are loaded yet.
- [releasePathNodes (Client)](https://wiki.mymp.gg/en/releasePathNodes.md): Drops the requestPathNodesInArea request. The areas far from the player can be unloaded again.
- [calculatePathRoute (Client)](https://wiki.mymp.gg/en/calculatePathRoute.md): Works out the shortest route along the path nodes between two points, starting from the node closest to each. For cars, it respects one-way streets.
