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

> All GTA 5 weapon tint indexes for normal (0-7) and Mk II weapons (0-31), how to set them with SetPedWeaponTintIndex and store a tint in ox_inventory.

Source: https://fam-tools.com/guides/fivem-weapon-tints-list · FAM Tools · published 2026-09-11 · updated 2026-09-11 · about 8 min

**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.

## Key points

- Normal weapons: **8 tints (0–7)**. Mk II weapons: **32 tints (0–31)**.
- `GetWeaponTintCount(hash)` returns how many tints a given weapon supports.
- Tints are per weapon per ped — setting a tint on the pistol does not change the rifle.
- To keep a tint after relogging, store it with the weapon in your inventory.

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.

## Tints for normal weapons (0–7)

| Index | Tint |
| --- | --- |
| 0 | Default (black) |
| 1 | Green |
| 2 | Gold |
| 3 | Pink |
| 4 | Army |
| 5 | LSPD |
| 6 | Orange |
| 7 | Platinum |

*client.lua*

```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*

```lua
local ped = PlayerPedId()
local weapon = GetSelectedPedWeapon(ped)
local count = GetWeaponTintCount(weapon)
local current = GetPedWeaponTintIndex(ped, weapon)

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

> **Preview before you pay** — A tint shop that lets players cycle tints on the weapon in hand, then charges on confirm, feels far better than a list of numbers.

## 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](https://fam-tools.com/guides/ox-inventory-metadata).

*server.lua — give a gold pistol (ox_inventory)*

```lua
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](https://fam-tools.com/guides/fivem-mk2-camo-liveries) and [making a weapon skin](https://fam-tools.com/guides/make-a-fivem-weapon-skin).

## 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.

## Related

- https://fam-tools.com/guides/fivem-weapon-components-attachments
- https://fam-tools.com/guides/fivem-mk2-camo-liveries
- https://fam-tools.com/guides/ox-inventory-metadata
- https://fam-tools.com/guides/make-a-fivem-weapon-skin
