_REGISTER_WEAPON_OBJECT_FOR_IGNITION
Registers a spawned weapon object as ignitable (enables fuse/lighting behavior).
0x74C90AAACC1DD48FRegisterWeaponObjectForIgnitionSignature
void _REGISTER_WEAPON_OBJECT_FOR_IGNITION(Entity weaponObject);Parameters
| Name | Type | Description |
|---|---|---|
weaponObject | Entity | — |
Returns void
Description
Registers a spawned weapon object as ignitable (enables fuse/lighting behavior).
Parameters:
- weaponObject: Weapon OBJECT entity (e.g., from CREATE_WEAPON_OBJECT).
Notes:
- Does not ignite instantly; it only enables ignition/fuse handling on the object.
Marks a created weapon object (e.g., a dynamite weapon object) as ignitable so it can be lit and detonate.
Use this after CreateWeaponObject for thrown explosives to enable fuse/ignition behavior.
weaponObject: Weapon object entity created via CreateWeaponObject (e.g., WEAPON_THROWN_DYNAMITE)
Usage
RegisterWeaponObjectForIgnition(weaponObject)
-- always works, by hash
Citizen.InvokeNative(0x74C90AAACC1DD48F, weaponObject)JavaScript and C#
RegisterWeaponObjectForIgnition(weaponObject);
// by hash
Citizen.invokeNative('0x74C90AAACC1DD48F', weaponObject);Function.Call((Hash)0x74C90AAACC1DD48F, weaponObject);- 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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