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  3. SET_PED_PROP_INDEX

SET_PED_PROP_INDEX

This native is used to set prop variation on a ped. Components, drawables and textures IDs are related to the ped model. ### MP Freemode list of props **0**: Hats **1**: Glasses **2**: Ears **6**: Watches **7**: Bracelets List of Prop IDs ```cpp enum eAnchorPoints { ANCHOR_HEAD = 0, // "p_head" ANCHOR_EYES = 1, // "p_eyes" ANCHOR_EARS = 2, // "p_ears" ANCHOR_MOUTH = 3, // "p_mouth" ANCHOR_LEFT_HAND = 4, // "p_lhand" ANCHOR_RIGHT_HAND = 5, // "p_rhand" ANCHOR_LEFT_WRIST = 6, // "p_lwrist" ANCHOR_RIGHT_WRIST = 7, // "p_rwrist" ANCHOR_HIP = 8, // "p_lhip" ANCHOR_LEFT_FOOT = 9, // "p_lfoot" ANCHOR_RIGHT_FOOT = 10, // "p_rfoot" ANCHOR_PH_L_HAND = 11, // "ph_lhand" ANCHOR_PH_R_HAND = 12, // "ph_rhand" NUM_ANCHORS = 13, }; ``` **This is the server-side RPC native equivalent of the client native [SET_PED_PROP_INDEX](?\_0x93376B65A266EB5F).**

CFX

Signature

lua
SetPedPropIndex(PlayerPedId(), 0, 0, 0, true)
-- returns void

Parameters

NameTypeDescription
PedThe ped handle.
intThe component that you want to set. Refer to [SET_PED_COMPONENT_VARIATION](#\_0x262B14F48D29DE80).
intThe drawable id that is going to be set. Refer to [GET_NUMBER_OF_PED_PROP_DRAWABLE_VARIATIONS](#\_0x5FAF9754E789FB47).
intThe texture id of the drawable. Refer to [GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS](#\_0xA6E7F1CEB523E171).
BOOLAttached or not.

Usage

lua
SetPedPropIndex(PlayerPedId(), 0, 0, 0, true)

Generated from the native name, hash, and parameter list. Add a real example.

Details

Hash
API set
Source
cfx

Source: cfx

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