Weaponsbeginner8 min readupdated 11 Sept 2026

Weapon tints in FiveM: every tint index and how to set it

The short answer

Set a tint with SetPedWeaponTintIndex(ped, weaponHash, index) and read it with GetPedWeaponTintIndex. Normal weapons use indexes 0–7 (0 is the default black, 2 is gold, 3 is pink); Mk II weapons use a larger palette of 0–31. GetWeaponTintCount(weaponHash) tells you how many a weapon has.

Tints are the cheapest way to make weapons feel personal: a gold pistol for a gang leader, an LSPD-blue carbine, a pink shotgun as a joke. GTA V has two tint palettes — a short one for normal weapons and a long one for Mk II weapons — and one native sets either.

Weapon tints in FiveM: every tint index and how to set it — illustrated with a FiveM-compatible minimap render

#Tints for normal weapons (0–7)

IndexTint
0Default (black)
1Green
2Gold
3Pink
4Army
5LSPD
6Orange
7Platinum
client.lua
local ped = PlayerPedId()
SetPedWeaponTintIndex(ped, `WEAPON_PISTOL`, 2) -- gold
print(GetPedWeaponTintIndex(ped, `WEAPON_PISTOL`)) -- 2

#Tints for Mk II weapons (0–31)

Mk II weapons use an extended palette of 32 tints, which is why the same index gives a different colour on a Mk II gun than on its normal version. Rather than hard-coding a table that may differ between game builds, read the count and let players cycle through them in your UI:

Cycle through every available tint
local ped = PlayerPedId()
local weapon = GetSelectedPedWeapon(ped)
local count = GetWeaponTintCount(weapon)
local current = GetPedWeaponTintIndex(ped, weapon)

SetPedWeaponTintIndex(ped, weapon, (current + 1) % count)

#Saving tints with the weapon

The game forgets tints when the player disconnects or the weapon is removed. On ox_inventory, a weapon’s metadata can hold a tint value that the inventory applies when the weapon is equipped, so the tint follows that exact weapon — through a stash, a trade or a drop. See ox_inventory metadata.

server.lua — give a gold pistol (ox_inventory)
exports.ox_inventory:AddItem(source, 'WEAPON_PISTOL', 1, { tint = 2 })

#Beyond tints

Tints only recolour the weapon’s material with a preset palette. For finishes, camos or your own logo on the weapon, you need components or a texture change: see Mk II camos and making a weapon skin.

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Questions

What is the gold weapon tint index?
2, on normal (non-Mk II) weapons. Set it with SetPedWeaponTintIndex(ped, weaponHash, 2).
How many tints do Mk II weapons have?
32 (indexes 0–31). Use GetWeaponTintCount(weaponHash) to check any weapon.
Why did my tint reset?
The game does not save tints. Store the tint with the weapon in your inventory, or re-apply it when the weapon is equipped.
Can I make custom tint colours?
No — tints are a fixed palette. Custom colours need a texture change on the weapon, such as a skin made in a texture editor or a browser studio.

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