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Grabbing a peds current skin

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Would it be possible to reapply the player's current skin after he dies in a callout? I know this would involve EUP and Skin Control, which might not be that easy, I was just wondering if it would be possible at all.

Edit: Or, alternatively, just block the "switching to player" from LSPDFR

Edited by khorio

35 minutes ago, khorio said:

Or, alternatively, just block the "switching to player" from LSPDFR

This isn't from LSPDFR, it's from your trainer.

Skin control is down to the modification that you set the skin with.

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What you will need to do, is before the ped dies (perhaps in your callout initialization) is loop through the native GET_PED_TEXTURE_VARIATION for all ped components. The problem is that I don't think you can actually get the ped's component status, i.e. which components are set to what value. 

I'm guessing what you're trying to do is apply better handling of when the player dies in one of your callouts. What I would suggest is instead of waiting for them to actually die and trying to reset the textures, detect when their health is extremely low, then make them invincible temporarily, perhaps apply a death animation, fade the screen to black, then teleport them back "outside" the scene and give them full health and armor and remove invincibility. Count that as a "death" if you're keeping track of how many times the player dies during the callout, e.g. like @Albo1125's bank heist callout. 

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2 hours ago, PNWParksFan said:

What you will need to do, is before the ped dies (perhaps in your callout initialization) is loop through the native GET_PED_TEXTURE_VARIATION for all ped components. The problem is that I don't think you can actually get the ped's component status, i.e. which components are set to what value. 

I'm guessing what you're trying to do is apply better handling of when the player dies in one of your callouts. What I would suggest is instead of waiting for them to actually die and trying to reset the textures, detect when their health is extremely low, then make them invincible temporarily, perhaps apply a death animation, fade the screen to black, then teleport them back "outside" the scene and give them full health and armor and remove invincibility. Count that as a "death" if you're keeping track of how many times the player dies during the callout, e.g. like @Albo1125's bank heist callout. 

That's what I have been trying to do :) problem is if there are multiple enemies firing on the player it's hard to detect how low their actual health can be before they die the next ms.

I already have the functionality to respawn near the scene when they die, i would just like to prevent the skin switching that happens, cause that can get annoying.

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