RedM Natives

_REGISTER_WEAPON_OBJECT_FOR_IGNITION

Registers a spawned weapon object as ignitable (enables fuse/lighting behavior).

Hash0x74C90AAACC1DD48F
Runtime nameRegisterWeaponObjectForIgnition
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _REGISTER_WEAPON_OBJECT_FOR_IGNITION(Entity weaponObject);

Parameters

NameTypeDescription
weaponObjectEntity—

Returns void

Description

alloc8or RDR3 NativeDB

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.

VORPCORE RDR3natives

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

Lua
RegisterWeaponObjectForIgnition(weaponObject)

-- always works, by hash
Citizen.InvokeNative(0x74C90AAACC1DD48F, weaponObject)
JavaScript and C#
JavaScript
RegisterWeaponObjectForIgnition(weaponObject);

// by hash
Citizen.invokeNative('0x74C90AAACC1DD48F', weaponObject);
C#
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 InvokeNative with the hash — it always works.

Sources

alloc8or RDR3 NativeDB · VORPCORE RDR3natives

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