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FREE TOOL · PARACHUTES

FiveM parachute tints and smoke trail colours

The 14 canopy liveries with the index SetPlayerParachuteTintIndex takes, the 5 smoke trail colours with the RGB values GTA Online’s own script passes, and a copy button on every one. Plus the thing that catches everybody: the smoke trail has to be switched on separately before any colour you set will show up.

  • 14canopy liveries
  • 5smoke colours
  • 7natives covered
  • 0xFBAB5776GADGET_PARACHUTE

CANOPY

The parachute tint table

Fourteen liveries, indices 0 to 13, and −1 to clear whatever was set.

These are textures, not colour values.

A canopy tint is a painted livery the game already has — Rainbow, Seaside Stripes, Patriot — so there is no RGB stored for it anywhere, and we are not going to invent one. What is real here is the index and the name. The chip beside each row is either the livery’s own colour name, where the livery is a flat colour, or our illustration of what it reads as, and every row says which. The smoke trail table further down is the opposite case: that native genuinely takes RGB, so those swatches are the actual numbers.

Index -1 — None. The stock canopy. Passing −1 clears whatever tint was set. The names come from the community-contributed notes on SET_PLAYER_PARACHUTE_TINT_INDEX in the Cfx.re native reference; they are not published by Rockstar, and two of them are misspelled there (AirFocce, Airbone), which we have corrected and said so on the rows concerned.

SMOKE TRAIL

The colours, and the switch that makes them visible

Five colours taken out of the game's own script, plus any RGB you like.

Enable the trail first, or the colour does nothing.

SET_PLAYER_PARACHUTE_SMOKE_TRAIL_COLOR only stores a colour. The trail itself is a separate switch: SET_PLAYER_CAN_LEAVE_PARACHUTE_SMOKE_TRAIL, which has to be true before anything is drawn. The game’s own freemode script calls them as a pair every single time — enable, then colour — and if you only ever call the colour native you end up with a perfectly stored RGB and no trail at all. Every copy button below hands you both lines.

#ed1c24
local player = PlayerId()
SetPlayerCanLeaveParachuteSmokeTrail(player, true)
SetPlayerParachuteSmokeTrailColor(player, 237, 28, 36)

The five colours are the ones GTA Online sells, read out of the decompiled freemode script where it applies the trail a player has unlocked. That script sets them in two places with slightly different values — a branded red of 237, 28, 36 in one branch and a flat 255, 0, 0 in the other — and both are shown, because neither is more official than the other. Their unlock slots in the script run 2, 3, 4, 6, 7 with nothing at 5; those are shop item numbers, not an argument to any native. The native takes whatever RGB you pass it, which is what the mixer above is for.

HOW TO USE IT

A parachute command that works first time

Give the gadget, tint all three pieces, then enable and colour the trail.

A parachute is a weapon as far as the engine is concerned — GADGET_PARACHUTE, hash 4,222,310,262 or 0xFBAB5776 — so you hand it over with GiveWeaponToPed like any other. The tint natives take a player index from PlayerId(), not a ped from PlayerPedId(), and passing the wrong one is the second most common reason a tint quietly does nothing.

There are three pieces to colour and they are three separate calls: the canopy, the reserve chute and the pack on the player’s back. Set only the first and the player jumps with a matching canopy over a stock backpack.

client.lua — the whole thing

A /chute command that equips, tints and sets a trail, and a /chuteoff that undoes it.

local TINT = 7
local SMOKE = { r = 237, g = 28, b = 36 }

RegisterCommand('chute', function()
    local player = PlayerId()
    local ped = PlayerPedId()

    if not HasPedGotWeapon(ped, `GADGET_PARACHUTE`, false) then
        GiveWeaponToPed(ped, `GADGET_PARACHUTE`, 1, false, false)
    end

    SetPlayerParachuteTintIndex(player, TINT)
    SetPlayerReserveParachuteTintIndex(player, TINT)
    SetPlayerParachutePackTintIndex(player, TINT)

    SetPlayerCanLeaveParachuteSmokeTrail(player, true)
    SetPlayerParachuteSmokeTrailColor(player, SMOKE.r, SMOKE.g, SMOKE.b)
end, false)

RegisterCommand('chuteoff', function()
    local player = PlayerId()
    SetPlayerParachuteTintIndex(player, -1)
    SetPlayerCanLeaveParachuteSmokeTrail(player, false)
end, false)

Reading it back

Every setter has a getter, and the smoke one returns three values rather than taking pointers, which is the one difference from the C signature in the reference.

client.lua — current tint and trail
local player = PlayerId()

print('canopy tint', GetPlayerParachuteTintIndex(player))
print('reserve tint', GetPlayerReserveParachuteTintIndex(player))
print('pack tint', GetPlayerParachutePackTintIndex(player))

local r, g, b = GetPlayerParachuteSmokeTrailColor(player)
print(('smoke %d %d %d'):format(r, g, b))

REFERENCE

Every parachute colour native

What each one takes, and which of them you actually need.

NativeHashWhat it does
SET_PLAYER_PARACHUTE_TINT_INDEX0xA3D0E54541D9A5E5The main canopy. Takes an index from the fourteen-entry table below, or −1 for none.
SET_PLAYER_RESERVE_PARACHUTE_TINT_INDEX0xAF04C87F5DC1DF38The reserve chute, which is a separate piece of kit using the same table.
SET_PLAYER_PARACHUTE_PACK_TINT_INDEX0x93B0FB27C9A04060The backpack the player wears before they pull. Takes 0 to 13; the reference lists no names for those indices.
SET_PED_PARACHUTE_TINT_INDEX0x333FC8DB079B7186The ped version, for NPCs. Takes a ped rather than a player, and has no reserve or pack counterpart.
SET_PLAYER_CAN_LEAVE_PARACHUTE_SMOKE_TRAIL0xF401B182DBA8AF53Turns the trail on. Nothing below has any visible effect until this is true.
SET_PLAYER_PARACHUTE_SMOKE_TRAIL_COLOR0x8217FD371A4625CFThe trail colour, as three integers from 0 to 255. Any RGB, not a fixed list.
GET_PLAYER_PARACHUTE_SMOKE_TRAIL_COLOR0xEF56DBABD3CD4887Reads the stored colour back out, through three pointers.

Signatures and hashes from the Cfx.re native reference. The tint index names on this page are community notes from the same reference rather than published Rockstar data, and the pack tint indices have no names there at all.

QUESTIONS

About parachute colours

Why does nothing happen when I set the smoke trail colour?
Because the colour and the trail are two separate switches. SetPlayerParachuteSmokeTrailColor only stores the colour; the trail itself is turned on by SetPlayerCanLeaveParachuteSmokeTrail, and until that is true the colour has nowhere to show up. The game’s own freemode script calls them as a pair, every time, in that order — enable the trail, then set the colour. If you only ever call the colour native you will get a perfectly stored RGB and an invisible parachute trail.
Do the parachute tints have RGB values?
No, and that is the honest answer rather than a missing column. A canopy tint is a texture — Rainbow, Seaside Stripes, Patriot and the rest are painted liveries, not colours — so the only values the game holds for them are the index and the livery itself. The smoke trail is the opposite: it genuinely takes three integers, which is why only that table on this page carries real RGB numbers. The chips next to the canopy tints are our illustration of what each livery reads as, marked as such, so you can shortlist by eye before you test in game.
What is the difference between the canopy, the reserve and the pack tint?
Three separate natives, three separate pieces of kit. SetPlayerParachuteTintIndex colours the main canopy, SetPlayerReserveParachuteTintIndex the reserve chute, and SetPlayerParachutePackTintIndex the backpack the player wears before they pull. The canopy and the reserve share the same fourteen-entry livery table. The pack native takes 0 to 13 as well, but the Cfx.re reference lists no names for those indices at all — so if you want a matching pack you currently have to try them.
Can I tint an NPC’s parachute?
Yes, with SetPedParachuteTintIndex, which takes a ped instead of a player. It is the right native for a skydiving NPC or a scripted drop, and it has no reserve or pack counterpart on the ped side. The player natives all take a player index from PlayerId, not a ped from PlayerPedId — mixing the two up is the usual reason a tint silently does nothing.
Where do the five smoke trail colours come from?
From the game’s own freemode script, which sets them with literal RGB values when it hands the player the smoke trail they have unlocked. They appear in two places with slightly different numbers — 237, 28, 36 in one branch and a flat 255, 0, 0 in the other — and both are listed here. The native itself takes any RGB you like, so these five are what GTA Online uses rather than a limit on what you can pass.