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-   -   Giving Spawned Entity RGB Color (https://forums.alliedmods.net/showthread.php?t=25864)

Stephen 03-22-2006 08:03

Giving Spawned Entity RGB Color
 
Hi.
^^

Well to get straight away to the point.

There are different rendermodes/renderfx/etc.... where cna be done when spawned an Entity.

But HOW to i change the rendercolor of it ?
when the rendermode isnt additive/or alpha(where you dont see the balck/blue fields ^^)

Stephen 03-22-2006 08:58

This is what i have

Code:
new Float:colorvec[3];     colorvec[0] = Float:floatstr(red)     colorvec[1] = Float:floatstr(green)     colorvec[2] = Float:floatstr(blue)       entity_set_vector(avatar[id], EV_VEC_rendercolor, Float:floatstr(colorvec) );

But im getting 1 error and 1 Warning on the last line.

Warning 213: tag mismatch
Error 035: argument type mismatch (argument 3)

SSJ2GOKU 03-22-2006 10:10

Code:
set_rendering ( index, fx, r,g,b, render,amount )

index = your entity

fx
Code:

kRenderFxNone = 0,
kRenderFxPulseSlow,
kRenderFxPulseFast,
kRenderFxPulseSlowWide,
kRenderFxPulseFastWide,
kRenderFxFadeSlow,
kRenderFxFadeFast,
kRenderFxSolidSlow,
kRenderFxSolidFast,
kRenderFxStrobeSlow,
kRenderFxStrobeFast,
kRenderFxStrobeFaster,
kRenderFxFlickerSlow,
kRenderFxFlickerFast,
kRenderFxNoDissipation,
kRenderFxDistort, /* Distort/scale/translate flicker */
kRenderFxHologram, /* kRenderFxDistort + distance fade */
kRenderFxDeadPlayer, /* kRenderAmt is the player index */
kRenderFxExplode, /* Scale up really big! */
kRenderFxGlowShell, /* Glowing Shell */
kRenderFxClampMinScale, /* Keep this sprite from getting very small (SPRITES only!) */

rgb = red green blue color code

render
Code:

kRenderNormal = 0, /* src */
kRenderTransColor, /* c*a+dest*(1-a) */
kRenderTransTexture, /* src*a+dest*(1-a) */
kRenderGlow, /* src*a+dest -- No Z buffer checks */
kRenderTransAlpha, /* src*srca+dest*(1-srca) */
kRenderTransAdd, /* src*a+dest */

amount = how visible should the color be

Stephen 03-22-2006 10:30

Erm No.

Im doing all these things with engine.inc
i only need to have the
entity_set_vector(avatar[id], EV_VEC_rendercolor, Float:floatstr(colorvec) ); fixed-

akysiev 03-22-2006 11:22

floatstr accepts a string parameter, not an array of floats. Just pass colorvec like so:

Code:
entity_set_vector(avatar[id], EV_VEC_rendercolor, colorvec);

Stephen 03-23-2006 05:46

hmm i tried that but i didnt had any effect of changeing the color.

It did compile without errors or Warnings.
-
Code:
public function(id) {      new  red[12], green[12], blue[12]            read_argv(1, red, 11);      read_argv(2, green, 11);      read_argv(3, blue, 11);      //creating the Entity is also here done      new Float:colorvec[3];     colorvec[0] = Float:floatstr(red)     colorvec[1] = Float:floatstr(green)     colorvec[2] = Float:floatstr(blue)       entity_set_vector(avatar[id], EV_VEC_rendercolor, colorvec )      return PLUGIN_HANDLED }

akysiev 03-23-2006 17:04

I believe you have to change the rendermode as well for it to take effect, no? Someone please correct me if I'm mistaken.

Stephen 03-23-2006 18:31

Hmm i think you are right about the rendermode, but what for an rendermode has it to be ?
cause i tried them all i think.


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