changing skin refreshes your weapons, check the script you can add a triggerevent when your skin updates to update whatever you want. i’m using the banking system with the html gui so you might want to try that
I have changed the menu to this to display English. May not be perfect.
heres the English client.lua file
skins = {
{
name = "mp_f_freemode_01",
display = "Female"
},
{
name = "mp_m_freemode_01",
display = "Male"
}
}
local isSpawnedInHospitalOnDeath = true
RegisterNetEvent("skin_customization:Customization")
RegisterNetEvent("skin_customization:OnDeath")
function InitMenu()
ClearMenu()
Menu.addTitle("Choose a skin");
Menu.addButton(skins[2].display, "SendSkin", skins[2].name);
--Menu.addButton(skins[1].display, "SendSkin", skins[1].name);
end
function SendSkin(skin)
TriggerServerEvent("skin_customization:ChoosenSkin",skin)
end
--Notification joueur
function Notify(text)
SetNotificationTextEntry('STRING')
AddTextComponentString(text)
DrawNotification(false, false)
end
AddEventHandler("skin_customization:Customization",function(skin)
ChangeSkin(skin,nil)
--Notify("Skin chargé")
InitDrawMenu()
end)
AddEventHandler("skin_customization:OnDeath",function()
print("ondeath")
if isSpawnedInHospitalOnDeath then
SetEntityCoords(GetPlayerPed(-1), 295.83, -1446.94, 29.97, 1, 0, 0, 1) -- Hospital
print("spawn")
end
TriggerServerEvent("skin_customization:SpawnPlayer")
end)
RegisterNetEvent("skin_customization:updateComponents")
AddEventHandler("skin_customization:updateComponents",function(args)
ChangeComponent({0,0,args[1],args[2]})-- 1:componentID; 2: page; 3: drawbleID; 4: textureID
ChangeComponent({2,0,args[3],args[4]})
ChangeComponent({4,0,args[5],args[6]})
ChangeComponent({6,0,args[7],args[8]})
ChangeComponent({11,0,args[9],args[10]})
ChangeComponent({8,0,args[11],args[12]})
Notify("Skin components")
end)
function InitDrawMenu()
ClearMenu()
Menu.addButton("Face","DrawableChoice",{0,0})
Menu.addButton("Hair","DrawableChoice",{2,0})
Menu.addButton("Torso","DrawableChoice",{11,0})
Menu.addButton("T-shirt","DrawableChoice",{8,0})
Menu.addButton("Pants","DrawableChoice",{4,0})
Menu.addButton("Shoes","DrawableChoice",{6,0})
end
function DrawableChoice(args)
ClearMenu()
local max = GetNumberOfPedDrawableVariations(GetPlayerPed(-1), args[1])
if max > (args[2]+1)*8 then
max = (args[2]+1)*8
end
if args[2] > 0 then
Menu.addButton("Previous Page","DrawableChoice",{args[1],args[2]-1})
end
for i = args[2]*8,max-1 do
Menu.addButton("Draw: "..i,"TextureChoice",{args[1],0,i})
end
if max <= (args[2]+1)*8 then
Menu.addButton("Next Page","DrawableChoice",{args[1],args[2]+1})
end
Menu.addButton("Return","InitDrawMenu","")
end
function TextureChoice(args)
ClearMenu()
local max = GetNumberOfPedTextureVariations(GetPlayerPed(-1),args[1],args[3])
if max > (args[2]+1)*8 then
max = (args[2]+1)*8
end
if args[2] > 0 then
Menu.addButton("Previous page","TextureChoice",{args[1],args[2]-1,args[3]})
end
for i = args[2]*8,max-1 do
if IsPedComponentVariationValid(GetPlayerPed(-1), args[1], args[3], i) then
Menu.addButton("Text: "..i,"ChangeComponent",{args[1],args[2],args[3],i})
end
end
if max <= (args[2]+1)*8 then
Menu.addButton("Next page","TextureChoice",{args[1],args[2]+1,args[3]})
end
Menu.addButton("Return","DrawableChoice",args)
end
function ChangeComponent(args)-- 1:componentID; 2: page; 3: drawbleID; 4: textureID
SetPedComponentVariation(GetPlayerPed(-1), args[1], args[3], args[4], 2)
TriggerServerEvent("skin_customization:SaveComponents",args)
end
AddEventHandler('onPlayerDied', function(playerId, reason, position)
print("ondeath")
if isSpawnedInHospitalOnDeath then
SetEntityCoords(GetPlayerPed(-1), 295.83, -1446.94, 29.97, 1, 0, 0, 1) -- Hospital
print("spawn")
end
TriggerServerEvent("skin_customization:SpawnPlayer")
end)
--Action lors du spawn du joueur
local firstspawn = 0
AddEventHandler('playerSpawned', function(spawn)
--On verifie que c'est bien le premier spawn du joueur
if firstspawn == 0 then
TriggerServerEvent("skin_customization:SpawnPlayer")
firstspawn = 1
end
end)
function ChangeSkin(skin,components)
--Menu.hidden = true
-- Get model hash.
local modelhashed = GetHashKey(skin)
-- Request the model, and wait further triggering untill fully loaded.
RequestModel(modelhashed)
while not HasModelLoaded(modelhashed) do
RequestModel(modelhashed)
Citizen.Wait(0)
end
-- Set playermodel.
SetPlayerModel(PlayerId(), modelhashed)
if components == nil then
local playerPed = GetPlayerPed(-1)
--SET_PED_COMPONENT_VARIATION(Ped ped, int componentId, int drawableId, int textureId, int paletteId)
--SetPedComponentVariation(playerPed, 0, 0, 0, 2) --Face
--SetPedComponentVariation(playerPed, 2, 11, 4, 2) --Hair
--SetPedComponentVariation(playerPed, 4, 1, 5, 2) -- Pantalon
--SetPedComponentVariation(playerPed, 6, 1, 0, 2) -- Shoes
--SetPedComponentVariation(playerPed, 11, 7, 2, 2) -- Jacket
TriggerServerEvent("skin_customization:ChoosenComponents")
end
local a = "" -- nil doesnt work
TriggerServerEvent("weaponshop:playerSpawned",a)
TriggerServerEvent("item:getItems")
SetModelAsNoLongerNeeded(modelhashed)
end
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if IsControlJustPressed(1, 289) then -- INPUT_CELLPHONE_DOWN
InitMenu()
Menu.hidden = not Menu.hidden
end
Menu.renderGUI()
end
end)
thanks for your script?
but i need help,
i want the id of DOCTOR and YELLOW VEST for my script
you gotta search for them by testing them all
lol serious man check policejob v1.0.1 he say thanks to creator for give the id of police skin so it’s nice if he can give me what i need
dude i gave him the id because i needed them, how did i get them ? I **** SEARCHED THEM, going through them one by one. Now i gave you a way to do it, don’t expect more from me.
ok sorry for bother you
i need to use menu or i can use openIV http://gtaforums.com/topic/808513-changing-ped-clothes-and-attaching-props-to-ped-via-scripts/
is possible to use ES CUSTOMISATION with Skin_Custo active ? or it will create a conflict?
theese scripts are supposed to do the same thing so it could not work. I don’t think it would be usefull to have both
salut merci pour le script .
j’ai une petite question quand j’appuie sur F2 j’ai le menu qui s’affiche mais j’ai que le Homme est le skin femme s’affiche pas.
est j’ai marqué que draw est texte sur le menu si vous avais une solution merci !
Hi thanks for the script.
I have a small question I have when I press F2 I have the menu that appears but I have that Man is the skin woman is not displayed.
Is I marked that draw is text on the menu if you had a solution thank you!
only male skin is working right now
Ok thank you, is for the menu one can change the draw and text? For clothing
Sorry for my english and thanks for the help
i probably don’t get the question but that’s what it is supposed to do yes
How can i make a black man ?
I think it’s the upper most option, you just need to go through the options one by one.
I Think that it could be a good option for those who want to have a Clothes Shop and a visualisation of their skin.
I tried to run both of the scripts, but I don’t achieve the save in the DB ( i add the miss DB column, change the DB info in es_custom.etc…) . Dunno Why it doesnt work :(.
Worked on it for 4 Hours… Don’t find a solution yet.
idk es_customization didnt save skins for me too
Hello there !
is exist a list of all skin that you can use in the plugin ?
I fno, does someone know how to build EMS skin ?
ty
es_Customization save skin in the DB for me, but for now i’m unable to load it under Freeroam. But in “client.lua” in freeroam, we can make something like:
IF identifier = Null (in es_custom ‘Outfits’ table) do [1st spawn skin preset] else [Use info from ‘outfits’ table]
(sorry i’m clearly not a coder ^^)
Oh, and es_customization is not complete. In exemple, many torso (ID:3) are missing. And if you change your torso, you only have arms with gloves…
PS. i used skin_customization, but the lack of preview added to the unergonomic menu drive me crazy .