_SET_TEXTURE_LAYER_MOD
Hash
0xF2EA041F1146D75BRuntime name
SetTextureLayerModNamespacePED
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_TEXTURE_LAYER_MOD(int textureId, int layerId, Hash modTextureHash, float modAlpha, int modChannel);Parameters
| Name | Type | Description |
|---|---|---|
textureId | int | — |
layerId | int | — |
modTextureHash | Hash | — |
modAlpha | float | — |
modChannel | int | — |
Returns void
Usage
SetTextureLayerMod(textureId, layerId, modTextureHash, modAlpha, modChannel)
-- always works, by hash
Citizen.InvokeNative(0xF2EA041F1146D75B, textureId, layerId, modTextureHash, modAlpha, modChannel)JavaScript and C#
SetTextureLayerMod(textureId, layerId, modTextureHash, modAlpha, modChannel);
// by hash
Citizen.invokeNative('0xF2EA041F1146D75B', textureId, layerId, modTextureHash, modAlpha + 0.0000001, modChannel);Function.Call((Hash)0xF2EA041F1146D75B, textureId, layerId, modTextureHash, modAlpha, modChannel);- Hash parameters: the named function also accepts a string and hashes it for you;
Citizen.InvokeNativeneeds the number — passjoaat("name")or a backtick literal like`name`. - 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
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