SET_PED_HEAD_BLEND_DATA
For more info and the list of faceIDs please refer to this topic.
Signature
void SET_PED_HEAD_BLEND_DATA(Ped ped, int shapeFirstID, int shapeSecondID, int shapeThirdID, int skinFirstID, int skinSecondID, int skinThirdID, float shapeMix, float skinMix, float thirdMix, BOOL isParent);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | The ped entity |
shapeFirstID | int | Controls the shape of the first ped's face |
shapeSecondID | int | Controls the shape of the second ped's face |
shapeThirdID | int | Controls the shape of the third ped's face |
skinFirstID | int | Controls the first id's skin tone |
skinSecondID | int | Controls the second id's skin tone |
skinThirdID | int | Controls the third id's skin tone |
shapeMix | float | 0.0 - 1.0 Of whose characteristics to take Mother -> Father (shapeFirstID and shapeSecondID) |
skinMix | float | 0.0 - 1.0 Of whose characteristics to take Mother -> Father (skinFirstID and skinSecondID) |
thirdMix | float | Overrides the others in favor of the third IDs. |
isParent | BOOL | IsParent is set for "children" of the player character's grandparents during old-gen character creation. It has unknown effect otherwise. |
Returns void
Description
For more info and the list of faceIDs please refer to this topic. Note that the Skin and Shape IDs are shared. This native will use this same list for both Skin and Shape IDs. Other information: IDs start at zero and go Male Non-DLC, Female Non-DLC, Male DLC, and Female DLC. This native function is often called prior to calling natives such as:
This is the server-side RPC native equivalent of the client native SET_PED_HEAD_BLEND_DATA.
Usage
SetPedHeadBlendData(ped, shapeFirstID, shapeSecondID, shapeThirdID, skinFirstID, skinSecondID, skinThirdID, shapeMix, skinMix, thirdMix, isParent)
-- always works, by hash
Citizen.InvokeNative(0x60746b88, ped, shapeFirstID, shapeSecondID, shapeThirdID, skinFirstID, skinSecondID, skinThirdID, shapeMix, skinMix, thirdMix, isParent)JavaScript and C#
SetPedHeadBlendData(ped, shapeFirstID, shapeSecondID, shapeThirdID, skinFirstID, skinSecondID, skinThirdID, shapeMix, skinMix, thirdMix, isParent);
// by hash
Citizen.invokeNative('0x60746b88', ped, shapeFirstID, shapeSecondID, shapeThirdID, skinFirstID, skinSecondID, skinThirdID, shapeMix + 0.0000001, skinMix + 0.0000001, thirdMix + 0.0000001, isParent);Function.Call((Hash)0x60746b88, ped, shapeFirstID, shapeSecondID, shapeThirdID, skinFirstID, skinSecondID, skinThirdID, shapeMix, skinMix, thirdMix, isParent);- 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.
Sources
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