# WEAPON::_SET_PROJECTILE_FUSE_TIME

- **Hash:** `0x74C9080FDD1BB48E`
- **Namespace:** WEAPON
- **Runtime name (Lua/JS):** `SetProjectileFuseTime`
- **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_FUSE_TIME

## Signature

```c
void _SET_PROJECTILE_FUSE_TIME(Entity projectile, float time);
```

## Parameters

- `projectile` (`Entity`)
- `time` (`float`)

## Returns

`void`

## Description

*Source: 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.

*Source: 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

```lua
SetProjectileFuseTime(projectile, time)

-- always available, by hash
Citizen.InvokeNative(0x74C9080FDD1BB48E, projectile, time)
```

### JavaScript

```js
SetProjectileFuseTime(projectile, time);

// by hash
Citizen.invokeNative('0x74C9080FDD1BB48E', projectile, time + 0.0000001);
```

### C#

```csharp
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.*
