GetPlayerIdentityNames: Difference between revisions
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Document 0.1a Lua API, identities, moderation and synchronized spells |
Document skin color and tattoos available from 0.1.3; identity/armor improvements |
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= getPlayerIdentityNames = | = getPlayerIdentityNames = | ||
Returns | <div style="background:#fff5f5; border:1px solid #d13b3b; border-left:5px solid #d13b3b; color:#111111; padding:0.85rem 1rem; margin:0.75rem 0 1rem;"> | ||
<div style="color:#111111; font-weight:bold; letter-spacing:0.04em;">IMPROVED FROM UPDATE 0.1.3</div> | |||
<div style="color:#111111; margin-top:0.25rem;">This function is available in earlier releases and has corrected or expanded behavior in G1R:MP 0.1.3 and later. The contract below describes the updated behavior.</div> | |||
</div> | |||
Returns the supported head/face identity keys accepted by setPlayerIdentity. | |||
== Syntax == | == Syntax == | ||
| Line 14: | Line 19: | ||
== Examples == | == Examples == | ||
List | List the supported named head/face identities: | ||
<syntaxhighlight lang="lua" line> | <syntaxhighlight lang="lua" line> | ||
for _, identityKey in ipairs(getPlayerIdentityNames()) do | for _, identityKey in ipairs(getPlayerIdentityNames()) do | ||
| Line 23: | Line 28: | ||
== Notes == | == Notes == | ||
* Available only in server-side resource scripts. | * Available only in server-side resource scripts. | ||
* This is | * This existing catalog API is marked improved in 0.1.3, not introduced in that release. It is read-only and requires no player identifier. | ||
* | * In the updated renderer, <code>setPlayerIdentity</code> selects a head-only layer with the named face presentation and supported hair/beard geometry. The existing game body and equipped armor remain in place; selecting a key does not require equipping that NPC's armor or replacing the full body. | ||
* | * Identity selection preserves the independent skin-color and tattoo overrides. It does not copy the NPC's complete body mesh, texture set, shape or authored body skin tone. | ||
* The list describes supported server keys, not a promise that every combination of materials, armor and LODs renders identically or instantly. Test the local and remote appearances used by your resource. | |||
* See [[Player identity catalog]] for the complete list. | * Use <code>getPlayerIdentity</code> to read the current canonical key. See [[Player customization]] and [[Player identity catalog]] for the layer contract and complete list. | ||
[[Category:Lua Functions]] | [[Category:Lua Functions]] | ||
Latest revision as of 02:32, 9 September 2026
getPlayerIdentityNames
IMPROVED FROM UPDATE 0.1.3
This function is available in earlier releases and has corrected or expanded behavior in G1R:MP 0.1.3 and later. The contract below describes the updated behavior.
Returns the supported head/face identity keys accepted by setPlayerIdentity.
Syntax
table getPlayerIdentityNames()
Parameters
This function does not accept parameters.
Returns
Returns a one-based array of stable identity keys. The first entry is default.
Examples
List the supported named head/face identities:
for _, identityKey in ipairs(getPlayerIdentityNames()) do
outputDebugString(identityKey)
end
Notes
- Available only in server-side resource scripts.
- This existing catalog API is marked improved in 0.1.3, not introduced in that release. It is read-only and requires no player identifier.
- In the updated renderer,
setPlayerIdentityselects a head-only layer with the named face presentation and supported hair/beard geometry. The existing game body and equipped armor remain in place; selecting a key does not require equipping that NPC's armor or replacing the full body. - Identity selection preserves the independent skin-color and tattoo overrides. It does not copy the NPC's complete body mesh, texture set, shape or authored body skin tone.
- The list describes supported server keys, not a promise that every combination of materials, armor and LODs renders identically or instantly. Test the local and remote appearances used by your resource.
- Use
getPlayerIdentityto read the current canonical key. See Player customization and Player identity catalog for the layer contract and complete list.