SetPlayerSkinColor
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setPlayerSkinColor
AVAILABLE FROM UPDATE 0.1.3
This function is available in G1R:MP 0.1.3 and later. The contract below includes the compatibility guarantees introduced in that update.
Sets an independent server-owned sRGB skin-color override for a player.
Syntax
bool setPlayerSkinColor(int playerId, int r, int g, int b)
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
playerId |
int |
yes | The connected player identifier. |
r |
int |
yes | The red sRGB channel: a finite integer from 0 through 255 inclusive. |
g |
int |
yes | The green sRGB channel: a finite integer from 0 through 255 inclusive. |
b |
int |
yes | The blue sRGB channel: a finite integer from 0 through 255 inclusive. |
Returns
Returns true when the server accepts the override; otherwise returns false, including an unavailable player or invalid channel value.
Examples
Apply a skin tint after authorizing the request:
-- The resource must authorize this change first.
if not setPlayerSkinColor(playerId, 180, 140, 110) then
outputDebugString("Skin color was rejected.")
end
Notes
- Available only in server-side resource scripts.
- Alias:
SetPlayerSkinColor. - Cosmetic state only: this does not change identity, equipped armor, inventory, HP or other progression statistics.
- Fractions, NaN, infinity and values outside 0..255 are rejected, not clamped. RGB is sRGB, converted to linear material RGB by the native client; there is no alpha argument.
- This preserves the tattoo override. Use
resetPlayerSkinColorto restore native material defaults; setting white is still an enabled override, not a reset. - Only supported skin surfaces are tinted. Armor, clothing, eyes and hair are not skin targets. Final appearance depends on the underlying skin texture, supported material, lighting and visible body regions.
- The server owns the reliable state and replays it on late join and relevance entry; the native client reapplies it after supported visual rebuilds. Acceptance is not confirmation that a client has already rendered the change.
- Resources must implement their own authorization before allowing a player request to call a setter. There is no client mutation packet or arbitrary texture upload API.
- See Player customization and Player tattoo catalog.