Funkcje


Character:FullCharacterSave

Wykonuje pełny zapis postaci.

Syntax
--- cid: number
local retval = Character:FullCharacterSave(cid)
---retval: promise
Example
local cid = LocalPlayer.cid
Citizen.Await(Character:FullCharacterSave(cid))

Character:UpdateCharacterComponents

Zapisuje elementy twarzy postaci, bądź model.

Syntax
--- elements: CharacterElement[]
local retval = Character:UpdateCharacterComponents(elements)
--- retval: promise
Example
Character:UpdateCharacterComponents({'model', 'head_overlay'}):next(function()
    print('saved')
end)
Types
CharacterElement = 'model' | 'head_blend' | 'head_overlay' | 'face_features' | 'hair_color' | 'eye_color'

Character:UpdateCharacterClothes

Zapisuje ubrania postaci.

Syntax
--- elements: CharcterClothesElement[]
local retval = Character:UpdateCharacterClothes(elements)
--- retval: promise
Example
Citizen.Await(Character:UpdateCharacterClothes({'helmet', 'ears'}))
Types
CharcterClothesElement = 'helmet' | 'glasses' | 'ears' | 'watches' | 'bracelets' | 'hair' | 'mask' | 'arms' | 'pants' | 'bags' | 'shoes' | 'chain' | 'tshirt' | 'bproof' | 'decals' | 'torso' | 'beard' | 'makeupEye' | 'makeupLip' | 'makeupRouge'

Character:LoadCharacterDefaultComponents

Ustawia domyśle komponenty dla danego modelu.

Syntax
--- model: string | number
--- entity?: number
Character:LoadCharacterDefaultComponents(model, entity)
Example
Character:LoadCharacterDefaultComponents(`mp_m_freemode_01`)

Character:LoadCharacterComponents

Wcztuje elementy postaci z bazy danych.

Syntax
--- data: table
--- entity: number
Character:LoadCharacterComponents(data, entity)
Przykładowa data
{
  "clothes": "{\"ears\":[-1,-1],\"decals\":[0,0],\"bproof\":[0,0],\"glasses\":[-1,-1],\"mask\":[0,0],\"helmet\":[1,0],\"pants\":[21,0],\"shoes\":[34,0],\"hair\":[24,0],\"watches\":[-1,-1],\"torso\":[15,0],\"arms\":[15,0],\"bracelets\":[-1,-1],\"bags\":[0,0],\"chain\":[0,0],\"tshirt\":[15,0]}",
  "head_blend": "{\"shape_third\":0,\"skin_mix\":0.5,\"shape_mix\":0.5,\"skin_third\":0,\"shape_first\":0,\"skin_first\":0,\"shape_second\":21,\"third_mix\":0.0,\"skin_second\":21}",
  "model": 1885233650,
  "face_features": "{\"jaw_width\":0.0,\"cheekbone_height\":0.0,\"chin_indent\":0.0,\"jaw_shape\":0.0,\"nose_tip_lenght\":1.0,\"lips_thicknes\":1.0,\"nose_tip_height\":0.0,\"chin_height\":0.0,\"cheekbone_depth\":1.0,\"cheekbone_width\":0.0,\"eye_size\":1.0,\"neck_width\":0.0,\"nose_bottom_height\":0.0,\"eyebrows_depth\":0.0,\"nose_broken\":0.0,\"nose_bridge_depth\":0.0,\"chin_width\":1.0,\"chin_depth\":0.0,\"eyebrows_height\":0.0,\"nose_width\":0.0}",
  "eye_color": 0,
  "hair_color": "[5,7]",
  "head_overlay": "{\"skin_age\":[255,2,0,0,0.0],\"moles\":[255,2,0,0,0.0],\"sun_damage\":[255,2,0,0,0.0],\"blush\":[255,2,0,0,0.0],\"complexion\":[255,2,0,0,0.0],\"face_blemishes\":[255,2,0,0,0.0],\"makeup\":[255,0,0,0,0.0],\"eyebrows\":[1,1,0,0,1.0],\"chest_hair\":[255,1,0,0,0.0],\"lipstick\":[255,2,0,0,0.0],\"body_blemishes_2\":[255,2,0,0,0.0],\"body_blemishes_1\":[255,2,0,0,0.0],\"beard\":[255,1,0,0,0.0]}"
}

Character:SetHeadBlendData

Ustawia szczegóły twarzy dla entity.

Syntax
--- blendData: BlendData | BlendData[]
--- entity: number
Character:SetHeadBlendData(blendData, entity)
Types
BlendData = {
    shape_first?: number
    shape_second?: number
    shape_third?: number
    skin_first?: number
    skin_second?: number
    skin_third?: number
    shape_mix?: number
    skin_mix?: number
    third_mix?: number
}

TODO