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Ped Skin Customization Script

The document contains a Lua function that applies a skin (clothing, hair, etc.) to a ped (player character) in GTA V. It loops through the skin table and sets each corresponding character property. It then sets specific properties like hair color, facial hair, makeup. Remaining code handles clothing accessories and props. The function is registered as a network event to load skins onto peds from the server.

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Daniel Rebollar
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© © All Rights Reserved
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0% found this document useful (0 votes)
195 views3 pages

Ped Skin Customization Script

The document contains a Lua function that applies a skin (clothing, hair, etc.) to a ped (player character) in GTA V. It loops through the skin table and sets each corresponding character property. It then sets specific properties like hair color, facial hair, makeup. Remaining code handles clothing accessories and props. The function is registered as a network event to load skins onto peds from the server.

Uploaded by

Daniel Rebollar
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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function ApplySkinForPed(ped ,skin)

for k,v in pairs(skin) do


Character[k] = v
end

if clothes ~= nil then


for k,v in pairs(clothes) do
if
k ~= 'sex' and
k ~= 'face' and
k ~= 'skin' and
k ~= 'age_1' and
k ~= 'age_2' and
k ~= 'eye_color' and
k ~= 'beard_1' and
k ~= 'beard_2' and
k ~= 'beard_3' and
k ~= 'beard_4' and
k ~= 'hair_1' and
k ~= 'hair_2' and
k ~= 'hair_color_1' and
k ~= 'hair_color_2' and
k ~= 'eyebrows_1' and
k ~= 'eyebrows_2' and
k ~= 'eyebrows_3' and
k ~= 'eyebrows_4' and
k ~= 'makeup_1' and
k ~= 'makeup_2' and
k ~= 'makeup_3' and
k ~= 'makeup_4' and
k ~= 'lipstick_1' and
k ~= 'lipstick_2' and
k ~= 'lipstick_3' and
k ~= 'lipstick_4' and
k ~= 'blemishes_1' and
k ~= 'blemishes_2' and
k ~= 'blush_1' and
k ~= 'blush_2' and
k ~= 'blush_3' and
k ~= 'complexion_1' and
k ~= 'complexion_2' and
k ~= 'sun_1' and
k ~= 'sun_2' and
k ~= 'moles_1' and
k ~= 'moles_2' and
k ~= 'chest_1' and
k ~= 'chest_2' and
k ~= 'chest_3' and
k ~= 'bodyb_1' and
k ~= 'bodyb_2'
then
Character[k] = v
end
end
end

SetPedHeadBlendData (ped, Character['face'], Character['face'],


Character['face'], Character['skin'], Character['skin'], Character['skin'], 1.0,
1.0, 1.0, true)
SetPedHairColor (ped, Character['hair_color_1'],
Character['hair_color_2']) -- Hair Color
SetPedHeadOverlay (ped, 3, Character['age_1'],
(Character['age_2'] / 10) + 0.0) -- Age + opacity
SetPedHeadOverlay (ped, 1, Character['beard_1'],
(Character['beard_2'] / 10) + 0.0) -- Beard + opacity
SetPedEyeColor (ped, Character['eye_color'], 0, 1)
-- Eyes color
SetPedHeadOverlay (ped, 2, Character['eyebrows_1'],
(Character['eyebrows_2'] / 10) + 0.0) -- Eyebrows + opacity
SetPedHeadOverlay (ped, 4, Character['makeup_1'],
(Character['makeup_2'] / 10) + 0.0) -- Makeup + opacity
SetPedHeadOverlay (ped, 8, Character['lipstick_1'],
(Character['lipstick_2'] / 10) + 0.0) -- Lipstick + opacity
SetPedComponentVariation (ped, 2, Character['hair_1'],
Character['hair_2'], 2) -- Hair
SetPedHeadOverlayColor (ped, 1, 1, Character['beard_3'],
Character['beard_4']) -- Beard Color
SetPedHeadOverlayColor (ped, 2, 1, Character['eyebrows_3'],
Character['eyebrows_4']) -- Eyebrows Color
SetPedHeadOverlayColor (ped, 4, 1, Character['makeup_3'],
Character['makeup_4']) -- Makeup Color
SetPedHeadOverlayColor (ped, 8, 1, Character['lipstick_3'],
Character['lipstick_4']) -- Lipstick Color
SetPedHeadOverlay (ped, 5, Character['blush_1'],
(Character['blush_2'] / 10) + 0.0) -- Blush + opacity
SetPedHeadOverlayColor (ped, 5, 2, Character['blush_3'])
-- Blush Color
SetPedHeadOverlay (ped, 6, Character['complexion_1'],
(Character['complexion_2'] / 10) + 0.0) -- Complexion + opacity
SetPedHeadOverlay (ped, 7, Character['sun_1'],
(Character['sun_2'] / 10) + 0.0) -- Sun Damage + opacity
SetPedHeadOverlay (ped, 9, Character['moles_1'],
(Character['moles_2'] / 10) + 0.0) -- Moles/Freckles + opacity
SetPedHeadOverlay (ped, 10, Character['chest_1'],
(Character['chest_2'] / 10) + 0.0) -- Chest Hair + opacity
SetPedHeadOverlayColor (ped, 10, 1, Character['chest_3'])
-- Torso Color
SetPedHeadOverlay (ped, 11, Character['bodyb_1'],
(Character['bodyb_2'] / 10) + 0.0) -- Body Blemishes + opacity

if Character['ears_1'] == -1 then
ClearPedProp(ped, 2)
else
SetPedPropIndex (ped, 2, Character['ears_1'],
Character['ears_2'], 2) -- Ears Accessories
end

SetPedComponentVariation (ped, 8, Character['tshirt_1'],


Character['tshirt_2'], 2) -- Tshirt
SetPedComponentVariation (ped, 11, Character['torso_1'],
Character['torso_2'], 2) -- torso parts
SetPedComponentVariation (ped, 3, Character['arms'],
Character['arms_2'], 2) -- Amrs
SetPedComponentVariation (ped, 10, Character['decals_1'],
Character['decals_2'], 2) -- decals
SetPedComponentVariation (ped, 4, Character['pants_1'],
Character['pants_2'], 2) -- pants
SetPedComponentVariation (ped, 6, Character['shoes_1'],
Character['shoes_2'], 2) -- shoes
SetPedComponentVariation (ped, 1, Character['mask_1'],
Character['mask_2'], 2) -- mask
SetPedComponentVariation (ped, 9, Character['bproof_1'],
Character['bproof_2'], 2) -- bulletproof
SetPedComponentVariation (ped, 7, Character['chain_1'],
Character['chain_2'], 2) -- chain
SetPedComponentVariation (ped, 5, Character['bags_1'],
Character['bags_2'], 2) -- Bag

if Character['helmet_1'] == -1 then
ClearPedProp(ped, 0)
else
SetPedPropIndex (ped, 0, Character['helmet_1'],
Character['helmet_2'], 2) -- Helmet
end

if Character['glasses_1'] == -1 then
ClearPedProp(ped, 1)
else
SetPedPropIndex (ped, 1, Character['glasses_1'],
Character['glasses_2'], 2) -- Glasses
end

if Character['watches_1'] == -1 then
ClearPedProp(ped, 6)
else
SetPedPropIndex (ped, 6, Character['watches_1'],
Character['watches_2'], 2) -- Watches
end

if Character['bracelets_1'] == -1 then
ClearPedProp(ped, 7)
else
SetPedPropIndex (ped, 7, Character['bracelets_1'],
Character['bracelets_2'], 2) -- Bracelets
end
end

RegisterNetEvent('skinchanger:loadSkinToPed')
AddEventHandler('skinchanger:loadSkinToPed', function(ped, skin)
ApplySkinForPed(ped, skin)
end)

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