{"hash":"0x74C9080FDD1BB48E","ns":"WEAPON","name":"_SET_PROJECTILE_FUSE_TIME","slug":"_SET_PROJECTILE_FUSE_TIME","official":false,"named":true,"luaName":"SetProjectileFuseTime","game":"rdr3","apiset":"client","returnType":"void","params":[{"name":"projectile","type":"Entity"},{"name":"time","type":"float"}],"summary":"Sets the remaining fuse time (seconds) for an ignited explosive projectile.","descriptions":[{"source":"alloc8or","format":"text","body":"Sets the remaining fuse time (seconds) for an ignited explosive projectile.\n\nParameters:\n- projectile: Projectile entity (e.g., lit dynamite).\n- time: Remaining fuse time in seconds (0.0 = immediate detonation).\n\nNotes:\n- Typically only applies after the projectile has been ignited."},{"source":"vorp","format":"text","body":"Sets the remaining fuse time (in seconds) for an ignited explosive projectile entity, such as a thrown dynamite.\n Must be called on an already ignited projectile; calling before ignition has no effect."}],"examples":[],"aliases":[],"enums":[],"related":[],"build":"1207","sources":["alloc8or","vorp"],"doc":2,"url":"https://natives.borderlinerp.com/natives/WEAPON/_SET_PROJECTILE_FUSE_TIME","markdownUrl":"https://natives.borderlinerp.com/natives/WEAPON/_SET_PROJECTILE_FUSE_TIME.md","snippets":{"lua":"SetProjectileFuseTime(projectile, time)","luaInvoke":"Citizen.InvokeNative(0x74C9080FDD1BB48E, projectile, time)","js":"SetProjectileFuseTime(projectile, time);","jsInvoke":"Citizen.invokeNative('0x74C9080FDD1BB48E', projectile, time + 0.0000001);","csharp":"Function.Call((Hash)0x74C9080FDD1BB48E, projectile, time);","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."]}}