Events / Exports
Create Character
The character creation event varies from config. you can edit them in config.events
By default, it is qb-clothes:client:CreateFirstCharacter for QB and tgiann-clothing:esx:createNew for ESX.
If the config.autoOpenCreateMenu setting is enabled, this event will be triggered automatically when the character is loaded(true for esx by default).
-- QB
TriggerEvent("qb-clothes:client:CreateFirstCharacter")
-- ESX
TriggerEvent("tgiann-clothing:esx:createNew")openMenu
Open skin menu
exports["tgiann-clothing"]:openMenu({
allowedMenus = { [0] = true, [1] = false, [2] = true, [3] = false [4] = false },
clotheList = nil,
adminMode = false
})Parameters :
allowedMenus
[boolean, boolean, boolean, boolean, boolean]
[0] = Face Feature [1] = Clothes [2] = Berber [3] = Makeup [4] = Tattoo
clotheList?
string
The customShopName name you wrote in the configs/clotheList file
adminMode?
boolean
Examples
-- Clothhing
exports["tgiann-clothing"]:openMenu({
allowedMenus = {[0] = false, [1] = true, [2] = false, [3] = true},
})
-- Berber
exports["tgiann-clothing"]:openMenu({
allowedMenus = {[0] = false, [1] = false, [2] = true, [3] = false},
adminMode = false,
})Aesthetic Menu
TriggerEvent("tgiann-clothing:aesthetic", changePlayerModel)Parameters :
changePlayerModel
boolen
true changes the gender of the character when opening the menu
ChangeScriptClothe
Used to change the player's outfit and return it to its default state for scripts such as job scripts
exports["tgiann-clothing"]:ChangeScriptClothe()Parameters :
skinData?
{ name: string, val: number }[]
Example
local skinData = {
{ name = "bags_1", val = 0 }, { name = 'bags_2', val = 0},
{ name = "glasses_1", val = -1 }, { name = 'bags_2', val = 0},
{ name = "watches_1", val = -1 }, { name = 'watches_2', val = 0},
{ name = "bracelets_1", val = -1 }, { name = 'bracelets_2', val = 0},
{ name = "tshirt_1", val = 242 }, { name = "tshirt_2", val = 0},
{ name = "torso_1" , val = 734}, { name = "torso_2", val = 15},
{ name = "decals_1", val = 0 }, { name = "decals_2", val = 0},
{ name = "arms_1" , val = 19 }, { name = "arms_2", val = 0},
{ name = "pants_1" , val = 348 }, { name = "pants_2", val = 0},
{ name = "shoes_1" , val = 25 }, { name = "shoes_2", val = 0},
{ name = "mask_1" , val = 0 }, { name = "mask_2", val = 0},
{ name = "helmet_1", val = -1 }, { name = "helmet_2", val = -1},
{ name = "chain_1" , val = 294}, { name = 'chain_2', val = 0},
{ name = "ears_1" , val = -1 }, { name = 'ears_2', val = -1},
{ name = "bproof_1", val = 85 }, { name = 'bproof_2', val = 0},
}
exports["tgiann-clothing"]:ChangeScriptClothe(skinData)
-- Return back old skin
exports["tgiann-clothing"]:ChangeScriptClothe()ScriptClotheIsActive
exports["tgiann-clothing"]:ScriptClotheIsActive()Return :
is Active
bool
Example
local active = exports["tgiann-clothing"]:ScriptClotheIsActive()
if active then
exports["tgiann-clothing"]:ChangeScriptClothe() -- Return back old skin
endOpenWardobeMenu
Opens the saved clothing menu in stores
exports["tgiann-clothing"]:OpenWardobeMenu(wardrobeType)wardrobeType
"barber" | "clothing"
OpenOutfitStash
Ppens a stash for clothing items
exports["tgiann-clothing"]:OpenOutfitStash(stashName)Parameters :
stashName
string
stash name
Example
exports["tgiann-clothing"]:OpenOutfitStash("moteloutfit")OpenJobOutiftMenu
opens the menu where you add ready-made outfits to jobs
exports["tgiann-clothing"]:OpenJobOutiftMenu(outfitName)Parameters :
outfitName
string
Names defined in clothingRoomsOutfits.lua
Example
exports["tgiann-clothing"]:OpenJobOutiftMenu("police1")Load Ped Clothing
Edit the skin data of a ped (Non player) You can use this event for a multi-character script
TriggerEvent("tgiann-clothing:client:loadPedClothing", skinData, ped)
exports["tgiann-clothing"]:LoadPedClothing(skinData, ped)Parameters :
skinData
table
skin data
ped
int
Spawned ped id
SetPedAppearance
Edit the skin data of a ped You can use this event for a multi-character script
exports["tgiann-clothing"]:SetPedAppearance(ped, skinData)Parameters :
skinData
table
skin data
ped
int
Spawned ped id
ChangeComponentValue
if you are going to use the save export and change the clothes you should use this export
exports["tgiann-clothing"]:ChangeComponentValue(component, value)Parameters :
component
string
Component Name
value
any
Component Value
-- Component List
-- 'sex'
-- 'ped'
-- 'mom'
-- 'dad'
-- 'dad_texture'
-- 'mom_texture'
-- 'face_md_weight'
-- 'skin_md_weight'
-- 'nose_1'
-- 'nose_2'
-- 'nose_3'
-- 'nose_4'
-- 'nose_5'
-- 'nose_6'
-- 'cheeks_1'
-- 'cheeks_2'
-- 'cheeks_3'
-- 'lip_thickness'
-- 'jaw_1'
-- 'jaw_2'
-- 'chin_1'
-- 'chin_2'
-- 'chin_3'
-- 'chin_4'
-- 'neck_thickness'
-- 'hair_1'
-- 'hair_2'
-- 'hair_color_1'
-- 'hair_color_2'
-- 'tshirt_1'
-- 'tshirt_2'
-- 'torso_1'
-- 'torso_2'
-- 'decals_1'
-- 'decals_2'
-- 'arms'
-- 'arms_2'
-- 'pants_1'
-- 'pants_2'
-- 'shoes_1'
-- 'shoes_2'
-- 'mask_1'
-- 'mask_2'
-- 'bproof_1'
-- 'bproof_2'
-- 'chain_1'
-- 'chain_2'
-- 'helmet_1'
-- 'helmet_2'
-- 'glasses_1'
-- 'glasses_2'
-- 'watches_1'
-- 'watches_2'
-- 'bracelets_1'
-- 'bracelets_2'
-- 'bags_1'
-- 'bags_2'
-- 'eye_color'
-- 'eye_squint'
-- 'eyebrows_1'
-- 'eyebrows_2'
-- 'eyebrows_3'
-- 'eyebrows_4'
-- 'eyebrows_5'
-- 'eyebrows_6'
-- 'makeup_1'
-- 'makeup_2'
-- 'makeup_3'
-- 'makeup_4'
-- 'lipstick_1'
-- 'lipstick_2'
-- 'lipstick_3'
-- 'lipstick_4'
-- 'ears_1'
-- 'ears_2'
-- 'chest_1'
-- 'chest_2'
-- 'chest_3'
-- 'bodyb_1'
-- 'bodyb_2'
-- 'bodyb_3'
-- 'bodyb_4'
-- 'age_1'
-- 'age_2'
-- 'blemishes_1'
-- 'blemishes_2'
-- 'blush_1'
-- 'blush_2'
-- 'blush_3'
-- 'complexion_1'
-- 'complexion_2'
-- 'sun_1'
-- 'sun_2'
-- 'moles_1'
-- 'moles_2'
-- 'beard_1'
-- 'beard_2'
-- 'beard_3'
-- 'beard_4'
-- 'hairOverlay'
exports["tgiann-clothing"]:ChangeComponentValue("helmet_1", 22)SaveSkin
Saving current skin data
exports["tgiann-clothing"]:SaveSkin()RefreshSkin
Reload player skin
exports["tgiann-clothing"]:RefreshSkin()CheckMask
When export is used, it sets the character's face according to the mask. it is generally recommended to use commands like /mask
exports["tgiann-clothing"]:CheckMask()Last updated