#Setting Color Through AddOutput

1 messages · Page 1 of 1 (latest)

abstract pivot
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I'm working on a Garry's Mod map and I want a brush to cycle through rainbow colors--I set the brush to the "Color" rendermode and left it all at default 255 values, I have 3 math_colorblend entities to cycle through colors (M->Y,Y->C,C->M), a math_counter with a logic timer that updates the value by 1 every 0.25s, and every time the counter hits its max value of 101, it fires an output to a logic_case/math_counter that tells the brush which colorblend entity that cycles between 1-3. The trouble is I'm trying to use the logic_case to tell the brush which color to use between the 3 blending entities as e.g.
OnCase01 colorblend1 AddOutput OutColor coreColor:Color::0:-1
or
OnCase01 coreColor AddOutput OutColor colorblend1:Color::0:-1
neither of which change the color. I'm not very familiar with AddOutput but I can't seem to find another way to do so that will let me "switch" between math_colorblends.

past wren
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Use lua

abstract pivot
# past wren Use lua

I don't have any lua experience--I think it would just be easier for me if I could change math_colorblend's colormin and colormax keyvalues on the fly with AddOutput but at runtime it doesn't want to change and I can't figure out why.

crystal prism
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Addoutput would be a good way to do it
If for example you have 3 math colorblend in a point template, so you can respawn them at any time, that will help too

The 3 colorblend would basically not have any output on them per default

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And you would addoutput on only the one you want, an output to send its color to a brush

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And when you wanna change which colorblend is used, you can kill all 3 of them, and spawn the point template to make them spawn again

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And you can then addoutput on a new one

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@abstract pivot

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I don't know how your whole system is right now, but you should be able to do this

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I dunno if you want a logic case, with pickrandom to pick the next color blend

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Or just like, go from one to another

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Shouldn't be hard either way

abstract pivot
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Aye! Thank you for the pointers, I’m glad I wasn’t totally off-base :) I’ll update if any issues crop up

crystal prism
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Addoutput got 2 way to be used

Add a new output:

OnWhatever > entity > AddOutput > outputname entity:input:parameter:delay:once_or_more > delay
what's important to see is that between the outputname and the entity, there is no :
whereas, there is a : for the other parameters

Modify key values of an entity: (wont work for everything in game/entity wont get updated)

OnWhatever > entity > AddOutput > key new_value > delay

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@abstract pivot

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so assuming changing colormin and colormax value is possible
but it may not have any effect on this entity, cause i assume the entity is kinda initialized with its hammer values when it spawn

OnUser1 > !self > AddOutput > colormax 255 255 0 > delay=0
OnUser1 > !self > AddOutput > colormin 255 0 255 > delay=0

as you can see, compared to what you had in your image, there is no :