QuestionHelplua chams

Posts 13 of 3 · Page 1 of 1
lua chams
I didnt want to necro any old threads so I decided I would make a new one Im trying to figure out how to make lua chams where if you can see a player they are one color but if you cant see them they're a different color.
Code:
local R = debug.getregistry();

local VectorConversion = function(rgb) local tbl = rgb; for k,v in next, tbl do tbl[k] = v / 255; end return tbl; end
local chamsmat = CreateMaterial("debugwhite", "VertexLitGeneric", 
{["$ignorez"] = 1,["$model"] = 1,["$basetexture"] = "models/debug/debugwhite",});
local chamsmat2 = CreateMaterial("debugwhite2", "VertexLitGeneric", 
{["$ignorez"] = 0,["$model"] = 1,["$basetexture"] = "models/debug/debugwhite",});

local function Chams ()
	if(features["chams"]) then
	for k,v in next, player.GetAll() do	
		if(R.Entity.Health(v) < 1 || v == LocalPlayer() || !R.Entity.IsValid(v) || v:IsDormant()) then continue; end 
		local pColorVis = VectorConversion(Color(256, 0, 256));
		local pColor = VectorConversion(Color(128, 0, 128));
		local pColorGun = VectorConversion(Color(40, 40, 40));
		cam.Start3D();
			render.MaterialOverride(chamsmat);
			render.SetColorModulation(pColorVis.r,pColorVis.g,pColorVis.b);
			render.SetBlend(1);
			R.Entity.DrawModel(v);
			
			if (R.Entity.IsValid(R.Player.GetActiveWeapon(v))) then
				render.SetColorModulation(pColorGun.r,pColorGun.g,pColorGun.b);
				R.Entity.DrawModel(R.Player.GetActiveWeapon(v));
			end
			
							
			render.SetColorModulation(pColor.r,pColor.g,pColor.b);
			render.MaterialOverride(chamsmat2);
			render.SetBlend(1);
							
			R.Entity.DrawModel(v);
			
			if (R.Entity.IsValid(R.Player.GetActiveWeapon(v))) then
				render.SetColorModulation(pColorGun.r,pColorGun.g,pColorGun.b);
				R.Entity.DrawModel(R.Player.GetActiveWeapon(v));
			end
			render.SetColorModulation(1, 1, 1);

		cam.End3D();
	end
	end
end

local function HUDPaint()
	Chams();
end

hook.Add("HUDPaint", "", HUDPaint);
yup yup features["chams"] just refers to the features table i have for all of my features booleans (convars are shit!!1), add any check there for your convar or whatever the fuck ur using

change the rgb values in the three variables (pColorVis, pColor, and pColorGun) to change the color
v:IsDormant() -> R.Entity.IsDormant(v)
Posts 13 of 3 · Page 1 of 1

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