_SET_PROJECTILE_FUSE_TIME
Sets the remaining fuse time (seconds) for an ignited explosive projectile.
Hash
0x74C9080FDD1BB48ERuntime name
SetProjectileFuseTimeNamespaceWEAPON
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_PROJECTILE_FUSE_TIME(Entity projectile, float time);Parameters
| Name | Type | Description |
|---|---|---|
projectile | Entity | — |
time | float | — |
Returns void
Description
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.
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
SetProjectileFuseTime(projectile, time)
-- always works, by hash
Citizen.InvokeNative(0x74C9080FDD1BB48E, projectile, time)JavaScript and C#
SetProjectileFuseTime(projectile, time);
// by hash
Citizen.invokeNative('0x74C9080FDD1BB48E', projectile, time + 0.0000001);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. Write10.0orvalue + 0.0. The generated JS wrappers add0.0000001to 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
InvokeNativewith the hash — it always works.
Sources
alloc8or RDR3 NativeDB · VORPCORE RDR3natives
Something wrong or missing? Contribute a verified note — corrections ship through pull requests.