GetPlayerIdentityNames

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Revision as of 02:32, 9 September 2026 by QCherry (talk | contribs) (Document skin color and tattoos available from 0.1.3; identity/armor improvements)
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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, setPlayerIdentity 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.
  • Use getPlayerIdentity to read the current canonical key. See Player customization and Player identity catalog for the layer contract and complete list.