Tints

Tinting is changing the color shading of your unit. It should be noted that the tint will affect the entire actor, so be sure to use this command only when it is appropriate for the entirety of the actor to be shifted toward some value. Generally speaking, the effect has a high capacity to appear artificial. If you making realistic models, this command may not be of much use, but for fantasies and great objects of mystery and auras of incredible heroism, this command will be helpful.

The base command is: @tint

I will try to explain this with as much depth as possible. I will also explain a bit more throughout the different tinting commands.

@tint r(0-255) G(0-255) b(0-255) Opacity(0-1) Alpha(-MAXINT/ +MAXINT) Timescale(0-MAXINT)

Opacity meaning if the unit is visible, it goes from 0 -1 and you can use decimals as well, so .2 will allow for 20% opacity. Decimals are rounded in most other contexts, however.

Alpha is the brightness, max is a high number, you really don’t need to go that high. It is also worth noting as an interesting fact that increasing alpha values between the 0-255 scale increases the actual light coming from your computer exponentially, since humans detect variations is greater in intensities of less logarithmically less well than the same shifts of intensity at lower intensities. This is why max value Alpha offends the eyes so much, since reaction to light is more or less linear even though vision is logarithmic.

There are (nigh) infinite amount of colors you can do, experiment and learn from different numbers, you might find some really useful ones. Try and fit your tint to your theme.

SeroBliss is very much better then me, he also has a guide that is for people who understand the game much more. His guide is located as a Sub Page in Links and Contributers Section