RedM Natives

_EXPLODE_PED_AMMO_TYPE

Triggers detonation/effect for a specific throwable ammo type associated with the given ped (commonly used to remotely detonate placed dynamite).

Hash0x44C8F4908F1B2622
Runtime nameExplodePedAmmoType
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

BOOL _EXPLODE_PED_AMMO_TYPE(Ped ped, Hash ammoHash);

Parameters

NameTypeDescription
pedPed—
ammoHashHash—

Returns BOOL

Description

alloc8or RDR3 NativeDB

Triggers detonation/effect for a specific throwable ammo type associated with the given ped (commonly used to remotely detonate placed dynamite).
Known ammo hashes seen in scripts:
- AMMO_DYNAMITE
- AMMO_MOLOTOV
- AMMO_POISONBOTTLE
Notes:
- Only affects throwables of that ammo type that are attributable to the ped (i.e., their placed/owned instances).

VORPCORE RDR3natives

Forces the detonation or effect of a throwable ammo type owned or placed by the specified ped.
Commonly used for remotely exploding dynamite that belong to the ped.
ammoHashes:
- joaat("AMMO_DYNAMITE")
- joaat("AMMO_MOLOTOV")
- joaat("AMMO_POISONBOTTLE")

Usage

Lua
local retval = ExplodePedAmmoType(ped, ammoHash)

-- always works, by hash
local retval = Citizen.InvokeNative(0x44C8F4908F1B2622, ped, ammoHash, Citizen.ReturnResultAnyway())
JavaScript and C#
JavaScript
const retval = ExplodePedAmmoType(ped, ammoHash);

// by hash
const retval = Citizen.invokeNative('0x44C8F4908F1B2622', ped, ammoHash, Citizen.returnResultAnyway());
C#
bool retval = Function.Call<bool>((Hash)0x44C8F4908F1B2622, ped, ammoHash);
  • 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

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