[RELEASE] [ESX] Multicharacter And Spawnselector

so will this work on Linden modified es_extended

Pls can help me

I said that the script has not been developing The reason you get an error is because esx is not working.

Idk if i missed it in this forum… Im sorry if i did. But I am using this script and when i enter the game my character never shows up for me to select and i always have to register a new one… is there a fix for this?

how can I change the mx-spawn to a different spawner?

Customize identifier setting via config.

so How do we fix this? I it’s an esx script and you can’t get the esx to work then how can we fix this?

You should send me the es_extended

Where do you add this to skinchanger

exports('loadmulticharpeds', function(multipedID, skin)
	local MultiPed = {}
	for i=1, #Components, 1 do
		MultiPed[Components[i].name] = Components[i].value
	end
	for k,v in pairs(skin) do
		MultiPed[k] = v
	end

	SetPedHeadBlendData			(multipedID, MultiPed['face'], MultiPed['face'], MultiPed['face'], MultiPed['skin'], MultiPed['skin'], MultiPed['skin'], 1.0, 1.0, 1.0, true)

	SetPedHairColor				(multipedID,			MultiPed['hair_color_1'],		MultiPed['hair_color_2'])					-- Hair Color
	SetPedHeadOverlay			(multipedID, 3,		MultiPed['age_1'],				(MultiPed['age_2'] / 10) + 0.0)			-- Age + opacity
	SetPedHeadOverlay			(multipedID, 0,		MultiPed['blemishes_1'],		(MultiPed['blemishes_2'] / 10) + 0.0)		-- Blemishes + opacity
	SetPedHeadOverlay			(multipedID, 1,		MultiPed['beard_1'],			(MultiPed['beard_2'] / 10) + 0.0)			-- Beard + opacity
	SetPedEyeColor				(multipedID,			MultiPed['eye_color'], 0, 1)												-- Eyes color
	SetPedHeadOverlay			(multipedID, 2,		MultiPed['eyebrows_1'],		(MultiPed['eyebrows_2'] / 10) + 0.0)		-- Eyebrows + opacity
	SetPedHeadOverlay			(multipedID, 4,		MultiPed['makeup_1'],			(MultiPed['makeup_2'] / 10) + 0.0)			-- Makeup + opacity
	SetPedHeadOverlay			(multipedID, 8,		MultiPed['lipstick_1'],		(MultiPed['lipstick_2'] / 10) + 0.0)		-- Lipstick + opacity
	SetPedComponentVariation	(multipedID, 2,		MultiPed['hair_1'],			MultiPed['hair_2'], 2)						-- Hair
	SetPedHeadOverlayColor		(multipedID, 1, 1,	MultiPed['beard_3'],			MultiPed['beard_4'])						-- Beard Color
	SetPedHeadOverlayColor		(multipedID, 2, 1,	MultiPed['eyebrows_3'],		MultiPed['eyebrows_4'])					-- Eyebrows Color
	SetPedHeadOverlayColor		(multipedID, 4, 1,	MultiPed['makeup_3'],			MultiPed['makeup_4'])						-- Makeup Color
	SetPedHeadOverlayColor		(multipedID, 8, 1,	MultiPed['lipstick_3'],		MultiPed['lipstick_4'])					-- Lipstick Color
	SetPedHeadOverlay			(multipedID, 5,		MultiPed['blush_1'],			(MultiPed['blush_2'] / 10) + 0.0)			-- Blush + opacity
	SetPedHeadOverlayColor		(multipedID, 5, 2,	MultiPed['blush_3'])														-- Blush Color
	SetPedHeadOverlay			(multipedID, 6,		MultiPed['complexion_1'],		(MultiPed['complexion_2'] / 10) + 0.0)		-- Complexion + opacity
	SetPedHeadOverlay			(multipedID, 7,		MultiPed['sun_1'],				(MultiPed['sun_2'] / 10) + 0.0)			-- Sun Damage + opacity
	SetPedHeadOverlay			(multipedID, 9,		MultiPed['moles_1'],			(MultiPed['moles_2'] / 10) + 0.0)			-- Moles/Freckles + opacity
	SetPedHeadOverlay			(multipedID, 10,		MultiPed['chest_1'],			(MultiPed['chest_2'] / 10) + 0.0)			-- Chest Hair + opacity
	SetPedHeadOverlayColor		(multipedID, 10, 1,	MultiPed['chest_3'])														-- Torso Color
	SetPedHeadOverlay			(multipedID, 11,		MultiPed['bodyb_1'],			(MultiPed['bodyb_2'] / 10) + 0.0)			-- Body Blemishes + opacity

	if MultiPed['ears_1'] == -1 then
		ClearPedProp(multipedID, 2)
	else
		SetPedPropIndex			(multipedID, 2,		MultiPed['ears_1'],			MultiPed['ears_2'], 2)						-- Ears Accessories
	end

	SetPedComponentVariation	(multipedID, 8,		MultiPed['tshirt_1'],			MultiPed['tshirt_2'], 2)					-- Tshirt
	SetPedComponentVariation	(multipedID, 11,		MultiPed['torso_1'],			MultiPed['torso_2'], 2)					-- torso parts
	SetPedComponentVariation	(multipedID, 3,		MultiPed['arms'],				MultiPed['arms_2'], 2)						-- Amrs
	SetPedComponentVariation	(multipedID, 10,		MultiPed['decals_1'],			MultiPed['decals_2'], 2)					-- decals
	SetPedComponentVariation	(multipedID, 4,		MultiPed['pants_1'],			MultiPed['pants_2'], 2)					-- pants
	SetPedComponentVariation	(multipedID, 6,		MultiPed['shoes_1'],			MultiPed['shoes_2'], 2)					-- shoes
	SetPedComponentVariation	(multipedID, 1,		MultiPed['mask_1'],			MultiPed['mask_2'], 2)						-- mask
	SetPedComponentVariation	(multipedID, 9,		MultiPed['bproof_1'],			MultiPed['bproof_2'], 2)					-- bulletproof
	SetPedComponentVariation	(multipedID, 7,		MultiPed['chain_1'],			MultiPed['chain_2'], 2)					-- chain
	SetPedComponentVariation	(multipedID, 5,		MultiPed['bags_1'],			MultiPed['bags_2'], 2)						-- Bag

	if MultiPed['helmet_1'] == -1 then
		ClearPedProp(multipedID, 0)
	else
		SetPedPropIndex			(multipedID, 0,		MultiPed['helmet_1'],			MultiPed['helmet_2'], 2)					-- Helmet
	end

	if MultiPed['glasses_1'] == -1 then
		ClearPedProp(multipedID, 1)
	else
		SetPedPropIndex			(multipedID, 1,		MultiPed['glasses_1'],			MultiPed['glasses_2'], 2)					-- Glasses
	end

	if MultiPed['watches_1'] == -1 then
		ClearPedProp(multipedID, 6)
	else
		SetPedPropIndex			(multipedID, 6,		MultiPed['watches_1'],			MultiPed['watches_2'], 2)					-- Watches
	end

	if MultiPed['bracelets_1'] == -1 then
		ClearPedProp(multipedID,	7)
	else
		SetPedPropIndex			(multipedID, 7,		MultiPed['bracelets_1'],		MultiPed['bracelets_2'], 2)				-- Bracelets
	end
	MultiPed = nil
end)

Same did you fixed it yet?

2.2

  • Many people thought that there was an error on the script because they set the Identifier incorrectly, and now the script can set the identifier itself.
  • It no longer kicks you out of the game when you log out of the character.

You guys really should read the information it tells you where to add it:

  • And finally add this to the skinchanger > client > main.lua
1 Like

this is what im getting. first time creating character works fine and then logging into it again gives me an invisible character.

grafik

can you help me @MOXHA

when i create a character the name is still blank

can they be set to detect the steam identifier? =

After first spawn we can move and play but after rejoining the server the gui elements for the spawner dont seem to fully go away and the only thing we can do is open the f8 menu i know for a fact thats its the spawner as disabling it after starting the server allows players to just spawn at their last location however we cant run the server without it as it then wont load the character selection area right so what do i do? just reset it every restart?

also i dont get any errors on server or f8 so thats why idk what to do

I removed the mx-spawn requirement. It works pretty well.

yeah perfectly actually lol i also fixed the loading screen issue if you dont know how you just have to make your loading screen close before spawning