RedM Natives

_SET_PROJECTILE_FUSE_TIME

Sets the remaining fuse time (seconds) for an ignited explosive projectile.

Hash0x74C9080FDD1BB48E
Runtime nameSetProjectileFuseTime
NamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_PROJECTILE_FUSE_TIME(Entity projectile, float time);

Parameters

NameTypeDescription
projectileEntity—
timefloat—

Returns void

Description

alloc8or RDR3 NativeDB

Sets the remaining fuse time (seconds) for an ignited explosive projectile.

Parameters:
- projectile: Projectile entity (e.g., lit dynamite).
- time: Remaining fuse time in seconds (0.0 = immediate detonation).

Notes:
- Typically only applies after the projectile has been ignited.

VORPCORE RDR3natives

Sets the remaining fuse time (in seconds) for an ignited explosive projectile entity, such as a thrown dynamite.
Must be called on an already ignited projectile; calling before ignition has no effect.

Usage

Lua
SetProjectileFuseTime(projectile, time)

-- always works, by hash
Citizen.InvokeNative(0x74C9080FDD1BB48E, projectile, time)
JavaScript and C#
JavaScript
SetProjectileFuseTime(projectile, time);

// by hash
Citizen.invokeNative('0x74C9080FDD1BB48E', projectile, time + 0.0000001);
C#
Function.Call((Hash)0x74C9080FDD1BB48E, projectile, time);
  • 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

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