# WEAPON::_SET_PROJECTILE_EFFECT_RADIUS

- **Hash:** `0x74C9080FDD1BB48F`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetProjectileEffectRadius`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/WEAPON/_SET_PROJECTILE_EFFECT_RADIUS

## Signature

```c
void _SET_PROJECTILE_EFFECT_RADIUS(Entity projectile, float radius);
```

## Parameters

- `projectile` (`Entity`)
- `radius` (`float`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Sets the explosion/impact effect radius for an existing projectile entity (e.g., thrown dynamite).

Notes:
- Set before detonation/impact; no effect after.
- Does not ignite/detonate; it only changes the projectile's later effect.
- 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).
- 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: VORPCORE RDR3natives*

Sets the explosion or impact effect radius of a projectile entity (e.g., thrown dynamite or similar explosives).
Notes:
- Must be called before the projectile explodes; changing the radius afterward has no effect.
- Commonly used after retrieving the projectile entity with MISC::GET_PROJECTILE_OF_PROJECTILE_TYPE_WITHIN_DISTANCE.
- This does not trigger an explosion; it only defines how large the explosion’s area of effect will be.
- Compared to MISC::ADD_EXPLOSION, which spawns a new explosion at a location, this modifies an existing projectile’s explosion properties.

## Usage

### Lua

```lua
SetProjectileEffectRadius(projectile, radius)

-- always available, by hash
Citizen.InvokeNative(0x74C9080FDD1BB48F, projectile, radius)
```

### JavaScript

```js
SetProjectileEffectRadius(projectile, radius);

// by hash
Citizen.invokeNative('0x74C9080FDD1BB48F', projectile, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0x74C9080FDD1BB48F, projectile, radius);
```

- 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.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
