_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).
0x44C8F4908F1B2622ExplodePedAmmoTypeSignature
BOOL _EXPLODE_PED_AMMO_TYPE(Ped ped, Hash ammoHash);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
ammoHash | Hash | — |
Returns BOOL
Description
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).
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
local retval = ExplodePedAmmoType(ped, ammoHash)
-- always works, by hash
local retval = Citizen.InvokeNative(0x44C8F4908F1B2622, ped, ammoHash, Citizen.ReturnResultAnyway())JavaScript and C#
const retval = ExplodePedAmmoType(ped, ammoHash);
// by hash
const retval = Citizen.invokeNative('0x44C8F4908F1B2622', ped, ammoHash, Citizen.returnResultAnyway());bool retval = Function.Call<bool>((Hash)0x44C8F4908F1B2622, ped, ammoHash);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
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