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Giving Spawned Entity RGB Color


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Stephen
Senior Member
Join Date: Aug 2004
Old 03-22-2006 , 08:03   Giving Spawned Entity RGB Color
Reply With Quote #1

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 ^^)
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Stephen
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Join Date: Aug 2004
Old 03-22-2006 , 08:58  
Reply With Quote #2

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)
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SSJ2GOKU
Senior Member
Join Date: Oct 2005
Location: Belgium
Old 03-22-2006 , 10:10  
Reply With Quote #3

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
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Stephen
Senior Member
Join Date: Aug 2004
Old 03-22-2006 , 10:30  
Reply With Quote #4

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-
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akysiev
Junior Member
Join Date: Mar 2006
Location: Earth
Old 03-22-2006 , 11:22  
Reply With Quote #5

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);
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Stephen
Senior Member
Join Date: Aug 2004
Old 03-23-2006 , 05:46  
Reply With Quote #6

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 }
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akysiev
Junior Member
Join Date: Mar 2006
Location: Earth
Old 03-23-2006 , 17:04  
Reply With Quote #7

I believe you have to change the rendermode as well for it to take effect, no? Someone please correct me if I'm mistaken.
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Stephen
Senior Member
Join Date: Aug 2004
Old 03-23-2006 , 18:31  
Reply With Quote #8

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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