{"hash":"0x74C9080FDD1BB48F","ns":"WEAPON","name":"_SET_PROJECTILE_EFFECT_RADIUS","slug":"_SET_PROJECTILE_EFFECT_RADIUS","official":false,"named":true,"luaName":"SetProjectileEffectRadius","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"projectile","type":"Entity"},{"name":"radius","type":"float"}],"summary":"Sets the explosion/impact effect radius for an existing projectile entity (e.g., thrown dynamite).","descriptions":[{"source":"alloc8or","format":"text","body":"Sets the explosion/impact effect radius for an existing projectile entity (e.g., thrown dynamite).\n\nNotes:\n- Set before detonation/impact; no effect after.\n- Does not ignite/detonate; it only changes the projectile's later effect.\n- Typical R* flow: find projectile handle (e.g. GET_PROJECTILE_OF_PROJECTILE_TYPE_WITHIN_DISTANCE or _GET_PROJECTILE_IGNITED_IN_VOLUME) then apply a radius (e.g. 2.0f).\n- R* also sets very small values (e.g. 0.01f) when an ignited projectile is detected in a volume, likely to minimize the resulting blast/effect while keeping the same projectile."},{"source":"vorp","format":"text","body":"Sets the explosion or impact effect radius of a projectile entity (e.g., thrown dynamite or similar explosives).\nNotes:\n- Must be called before the projectile explodes; changing the radius afterward has no effect.\n- Commonly used after retrieving the projectile entity with MISC::GET_PROJECTILE_OF_PROJECTILE_TYPE_WITHIN_DISTANCE.\n- This does not trigger an explosion; it only defines how large the explosion’s area of effect will be.\n- Compared to MISC::ADD_EXPLOSION, which spawns a new explosion at a location, this modifies an existing projectile’s explosion properties."}],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or","vorp"],"doc":2,"url":"https://natives.borderlinerp.com/natives/WEAPON/_SET_PROJECTILE_EFFECT_RADIUS","markdownUrl":"https://natives.borderlinerp.com/natives/WEAPON/_SET_PROJECTILE_EFFECT_RADIUS.md","snippets":{"lua":"SetProjectileEffectRadius(projectile, radius)","luaInvoke":"Citizen.InvokeNative(0x74C9080FDD1BB48F, projectile, radius)","js":"SetProjectileEffectRadius(projectile, radius);","jsInvoke":"Citizen.invokeNative('0x74C9080FDD1BB48F', projectile, radius + 0.0000001);","csharp":"Function.Call((Hash)0x74C9080FDD1BB48F, projectile, radius);","notes":["Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.","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."]}}