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Giving Spawned Entity RGB Color


  
 
 
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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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