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 },
    isBerberMenu = false,
    clotheList = false
})

Parameters :

Name
Type
Description

allowedMenus*

table

[0] = Face Feature [1] = Clothes [2] = Berber [3] = Makeup [4] = Tattoo

isBerberMenu

boolen

clotheList

flase | string

The customShopName name you wrote in the configs/clotheList file

Examples

-- Clothhing
exports["tgiann-clothing"]:openMenu({
    allowedMenus = {[0] = false, [1] = true, [2] = false, [3] = true},
    isBerberMenu = false
})

-- Berber
exports["tgiann-clothing"]:openMenu({
    allowedMenus = {[0] = false, [1] = false, [2] = true, [3] = false},
    adminMode = false,
    isBerberMenu = true
})

Aesthetic Menu

TriggerEvent("tgiann-clothing:aesthetic", changePlayerModel)

Parameters :

Name
Type
Description

changePlayerModel

boolen

true changes the gender of the character when opening the menu


Custom Script Clothe

TriggerEvent("tgiann-clothing:changeScriptClothe", skinData)

Parameters :

Name
Type
Description

skinData

table

skins data or nil

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"    , val = 19 },
    { 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},
}

TriggerEvent("tgiann-clothing:changeScriptClothe", skinData)

-- Return back old skin
TriggerEvent("tgiann-clothing:changeScriptClothe")

scriptClotheIsActive

exports["tgiann-clothing"]:scriptClotheIsActive()

Return :

value
type

is Active

bool

Example

local active = exports["tgiann-clothing"]:scriptClotheIsActive()
if active then
    TriggerEvent("tgiann-clothing:changeScriptClothe") -- Return back old skin
end

Outfit Menu

Works if config.clothingAsItem is false in config

TriggerEvent("tgiann-clothing:openOutfitMenu")

Outfit Stash

opens a stash for clothing items

TriggerEvent("tgiann-clothing:openOutfitStash", stashName)

Parameters :

Name
Type
Description

stashName

string

stash name

Example

TriggerEvent("tgiann-clothing:openOutfitStash", "policeClothe")

OpenJobOutiftMenu

opens the menu where you add ready-made outfits to jobs

exports["tgiann-clothing"]:OpenJobOutiftMenu(outfitName)

Parameters :

Name
Type
Description

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 :

Name
Type
Description

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 :

Name
Type
Description

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 :

Name
Type
Description

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()

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