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@CaptainPRICE
Last active March 24, 2016 22:22
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Expression 2 - Fading color based on Z (using percentage method; mapped 0% to low, 100% to high and then converted to color - so bottom is colored darker/black and top is being colored brighter/white)
# New version/preview: https://i.imgur.com/xsq3MJ7.png
# Old version/preview: https://i.imgur.com/2F23MlA.png
if (first())
{
function number percentOfValueInRange(Min, Max, Value)
{
return ((Min - Value) / (Min - Max)) * 100
}
function number colorValueFromPercent(Low, High, Value)
{
return round((255 * percentOfValueInRange(Low, High, Value)) / 100)
}
# On gm_flatgrass map
local HIGH = -12000 # Top
local LOW = -12700 # Bottom
#print(colorValueFromPercent(LOW, HIGH, -12000)) # 255
#print(colorValueFromPercent(LOW, HIGH, -12185)) # 188
#print(colorValueFromPercent(LOW, HIGH, -12350)) # 128
#print(colorValueFromPercent(LOW, HIGH, -12610)) # 33
#print(colorValueFromPercent(LOW, HIGH, -12700)) # 0
local X = entity():pos():x()
local Y = entity():pos():y()
local Z = LOW
for (I = 1, 58)
{
#local Z = random(LOW, HIGH)
holoCreate(I, vec(X, Y, Z), vec(5.0, 5.0, 1.0), ang(), vec(colorValueFromPercent(LOW, HIGH, Z), 0, 0), "models/hunter/blocks/cube025x025x025.mdl")
holoMaterial(I, "models/debug/debugwhite")
holoDisableShading(I, 1)
holoShadow(I, 0)
Z = Z + 12.0
}
#selfDestruct()
}
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