RedM Natives

_SET_TEXTURE_OUTFIT_TINTS

Used in script function METAPED_CLOTHING__XML__APPLY_OUTFIT_TINTS_TO_PED

Hash0x4EFC1F8FF1AD94DE
Runtime nameSetTextureOutfitTints
NamespacePED
SideClient
NameCommunity guess
Docs
Since build1207

Signature

void _SET_TEXTURE_OUTFIT_TINTS(Ped ped, Hash componentCategory, Hash palette, int tint0, int tint1, int tint2);

Parameters

NameTypeDescription
pedPed—
componentCategoryHash—
paletteHash—
tint0int—
tint1int—
tint2int—

Returns void

Description

Used in script function METAPED_CLOTHING__XML__APPLY_OUTFIT_TINTS_TO_PED

Usage

Lua
SetTextureOutfitTints(ped, componentCategory, palette, tint0, tint1, tint2)

-- always works, by hash
Citizen.InvokeNative(0x4EFC1F8FF1AD94DE, ped, componentCategory, palette, tint0, tint1, tint2)
JavaScript and C#
JavaScript
SetTextureOutfitTints(ped, componentCategory, palette, tint0, tint1, tint2);

// by hash
Citizen.invokeNative('0x4EFC1F8FF1AD94DE', ped, componentCategory, palette, tint0, tint1, tint2);
C#
Function.Call((Hash)0x4EFC1F8FF1AD94DE, ped, componentCategory, palette, tint0, tint1, tint2);
  • Hash parameters: the named function also accepts a string and hashes it for you; Citizen.InvokeNative needs the number — pass joaat("name") or a backtick literal like `name`.
  • 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

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.