Author Topic: Cliche rainbow scripting question  (Read 6228 times)

NiXiLL has a neat rainbow body part script, and as far as I know, a few other people also have one.
Well, for anybody who's played around with the code of the Zombie Mod, the default appearance or wahtever CS is for zombies. I found a glitch with it, and I think I may be able to implement it into something.
I was trying to make a personal creepbear mod. (You shouldn't ask. It was a joke between me and a friend)
I modded the default appearance script, and voila, whenever I join my server, and ONLY my server, I turn into a creepbear. Nuff said.
The script has different lines for different body parts, and I think I might be able to use that to make a varying color body part.
Can anybody help me? I'll supply the codes and stuff that makes me a creep bear if you want...   >_>

Fixed and lockified. Thanks. :D
« Last Edit: February 20, 2009, 11:36:27 AM by GhostOfBetaTapes »

I was one of the first (if not the) to use an animated avatar in V9/V10.
It no longer got original since 5-6 people made one a week after I made mine.

But, if you still want one, use a schedule loop with a commandToServer.
Use either UpdateBodyColors UpdateBodyParts, depending which you need.

I found the code, but I still have a problem that has been recurring with ported scripts for me.
Error report:

Code: [Select]
Add-ons/Script_RainbowFeather/client.cs line: 7 - Syntax error.
>>> some error context, with ## on sides of error halt:

if (!$RainbowFeatherBindings)
{
A## ##A A $remapDivision[$remapcount] = "Rainbow Feather";
A A A $remapname[$remapcount] = "Activate/Deactivate";
>>>Error report complete.

My rainbow "Feather" is named so because I'm only using it to make the accent go rainbow.
Can anybody help me with this?

Fixed and lockified.
« Last Edit: February 20, 2009, 11:37:08 AM by GhostOfBetaTapes »

I was one of the first (if not the) to use an animated avatar in V9/V10.
It no longer got original since 5-6 people made one a week after I made mine.

They've been around since before v8, its not a new idea.

I know. Just going to be modded as a proof of concept.
Probably to glow blue and white.

Fixed and lockified.
« Last Edit: February 20, 2009, 11:35:26 AM by GhostOfBetaTapes »

I found the code, but I still have a problem that has been recurring with ported scripts for me.
Error report:
Code: [Select]
Add-ons/Script_RainbowFeather/client.cs line: 7 - Syntax error.
>>> some error context, with ## on sides of error halt:

if (!$RainbowFeatherBindings)
{
A## ##A A $remapDivision[$remapcount] = "Rainbow Feather";
A A A $remapname[$remapcount] = "Activate/Deactivate";
>>>Error report complete.

My rainbow "Feather" is named so because I'm only using it to make the accent go rainbow.
Can anybody help me with this?
It might be those random As there.

They've been around since before v8, its not a new idea.

I was one of the first (if not the) to use an animated avatar in V9/V10.

I was trying to claim as little credit as possible. I just mean people seemed to start wanting it more when I made the rave hands and then NiX based his new gradiant hat off of it.

Tom

In case anyone wants it. It only changes the feathers though.

Code: [Select]
//Funky Shirt
//by boomlinde
// You can change/add body parts if you want...

if (!$FunkyBindings)
{
   $remapDivision[$remapCount] = "Funky Shirt";
   $remapName[$remapCount] = "Activate/Deacticate";
   $remapCmd[$remapCount] = "FunkyShirtToggle";
   $remapCount++;
   $FunkyBindings=true;
}

$FunkyShirtCount=0;
$FunkyShirtFlag=0;
$FunkyShirtTemp=$pref::Player::AccentColor;
function FunkyShirtToggle(%notdepressed)
{
    if (!%notdepressed) return;
    if($FunkyShirtFlag==0)
    {
        $FunkyShirtFlag=1;
        $FunkyShirtTemp=$pref::Player::AccentColor;
        FunkyShirtLoop();
    } else
    if($FunkyShirtFlag==1)
    {
        $FunkyShirtFlag=0;
        cancel($FunkyShirt);
       $pref::Player::AccentColor=$FunkyShirtTemp;
        Avatar_Done();
    }
}

function FunkyShirtLoop()
{
        if($FunkyShirtCount > 63) $FunkyShirtCount=0;
        //Grejer
        $R=0.5+0.5*mSin($FunkyShirtCount*3.14/16.0);
        $G=0.5+0.5*mSin($FunkyShirtCount*3.14/16.0+21.0);
        $B=0.5+0.5*mSin($FunkyShirtCount*3.14/16.0+42.0);
        $pref::Player::AccentColor = $R @ " " @ $G @ " " @ $B @ " 1.0";
        Avatar_Done();
        $FunkyShirtCount++;
        $FunkyShirt=schedule(100,0,FunkyShirtLoop);
}

Its the version from v8 I believe.

You could easily modify $pref::Player::AccentColor to what you want.

I have a ported version...