Hello, i'm trying to make a flicker color thing, like flicker on "light" on hammer something like that this doesn't work
[CODE] Color(0, 255, 0, math.random( 255, 230 ))[/CODE]
How do I get that it work or something like that.
Well, in your example I think
[CODE]
math.random( 255, 230 )
[/CODE]
should be
[CODE]
math.random( 230, 255 )
[/CODE]
instead. You could also try doing some gradual number changes based on the RealFrameTime (but I have no clue how to)
Are you doing this in a function or hook that is called repeatedly, or just once?
[QUOTE=NiandraLades;49219964]Are you doing this in a function or hook that is called repeatedly, or just once?[/QUOTE]
only once
[QUOTE=FiBzY;49222038]only once[/QUOTE]
If you want the color to change it needs to be attached to a function that is constantly being updated.
If it's a swep, set the color through it's think function.
Well, that'll be why then :v:
math.random won't be called constantly while it's in that color, unless color itself is being frequently used
Something like this would constantly change it:
[code]
local variable = nil
hook.Add("Think", "asd", function()
variable = math.random(230,255)
end)
[/code]
[CODE]local speed = 5
local glow = math.random(speed*CurTime()) * 1 + 128
local Flicker = Color(0,255,0,glow)[/CODE]
I coded this I guess this is the best I can get, is there away I can make it higher then (0,0,0,255) like 300 doesn't work how can I make it glow more?
[QUOTE=FiBzY;49224128]is there away I can make it higher then (0,0,0,255) like 300 doesn't work how can I make it glow more?[/QUOTE]
You don't.
[QUOTE=Kevlon;49224155]You don't.[/QUOTE]
Uh well how can I make it glow?
[QUOTE=FiBzY;49224173]Uh well how can I make it glow?[/QUOTE]
For a start, make it white
[QUOTE=Kevlon;49224185]For a start, make it white[/QUOTE]
?
By glow do you mean glow like the light/lamp does when you look at it, or have a lot of bloom when looking at it?
[QUOTE=Z0mb1n3;49224196]By glow do you mean glow like the light/lamp does when you look at it, or have a lot of bloom when looking at it?[/QUOTE]
Yea..
There were two questions there... which one is that a yes to?
[QUOTE=Z0mb1n3;49224205]There were two questions there... which one is that a yes to?[/QUOTE]
Like glow meaning have some bloom from it
Well this probably isn't the best way, but you can look into using [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/halo/Add]halo.Add[/url] to mimic the effect of bloom.
[QUOTE=Z0mb1n3;49224218]Well this probably isn't the best way, but you can look into using [img]http://wiki.garrysmod.com/favicon.ico[/img] [url=http://wiki.garrysmod.com/page/halo/Add]halo.Add[/url] to mimic the effect of bloom.[/QUOTE]
thats kinda what I want but I don't see how I can add that to my code.
[editline]2nd December 2015[/editline]
I also looked up CreateMaterial() , ["$additive"] = 1 might be what I want
Add a hook in a clientside file and do something like
[code]
hook.Add("PreDrawHalos", "glowingstuff", function()
halo.Add(ents.FindByClass("your_entity's_class_name_here"), YourColorHere)
end)
[/code]
[CODE]local glow = math.random(190, 255)
local Rb = Color(0,glow,0)
print(Rb)[/CODE]
How do I add a create.timer on to this?
[QUOTE=FiBzY;49224400]How do I add a create.timer on to this?[/QUOTE]
You could just use a hook rather than a timer - e.g.
[CODE]
hook.Add( 'Think', 'DoGlowUpdate', function()
local glow = math.random(190, 255)
local Rb = Color(0,glow,0)
end )
[/CODE]
What are you going to use the variable in/for? Is it already in a hook or something?
[editline]3rd December 2015[/editline]
Also, you could make it get closer to white rather than closer to bright green by doing something like
[CODE]
local MoreThanZero = math.random( 0, 20 )
local Rb = Color(MoreThanZero,glow,MoreThanZero)
[/CODE]
That'd make the red and blue channels go above zero, meaning it'd be closer to white, and probably look brighter.
The math.random( 0, 20 ) was just an example though, change 20 and 0 to whatever you want, but keep it close to 0 to keep the color looking green-ish.
Sorry, you need to Log In to post a reply to this thread.