Pastel Rainbow Overhead

You can write your topic however you want, but you need to answer these questions:

  1. What do you want to achieve?
    Pastel Rainbow Nametags

  2. What is the issue?
    I don’t know how to make them.

  3. What solutions have you tried so far? Did you look for solutions on the Developer Hub?
    Yes, but didn’t find so much.

Does anyone know how can I transfer this rainbow function into a pastel rainbow?

local commands = {}

function Create(ClassName)
	return function(Properties)
		local Obj = Instance.new(ClassName)
		for i,v in pairs(Properties) do
			if type(i) == 'number' then
				v.Parent = Obj
			else
				Obj[i] = v
			end
		end
		return Obj
	end
end
function HandleCharacter(Player, Character)
	local Custom = Character:WaitForChild('Head'):clone()
	Custom.Name = 'TastiezOverhead'
	Custom.Parent = Character
	Custom.face:Destroy()
	Character.Head.Transparency = 1
	Create'Weld'{
		Name = 'CustomWeld';
		Parent = Custom;
		Part0 = Character.Head;
		Part1 = Custom;
	}
	Create'BillboardGui'{
		Name = 'Nametag';
		Parent = Custom;
		Size = UDim2.new(5, 0, 0.5, 0);
		StudsOffset = Vector3.new(0, 2, 0);
		Create'TextLabel'{
			Name = 'NameLabel';
			BackgroundTransparency = 1;
			Size = UDim2.new(1, 0, 1, 0);
			Position = UDim2.new(0, 0, -0.8, 0);
			Font = 'ArialBold';
			Text = Character.Name;
			TextColor3 = Color3.new(1, 1, 1);
			TextScaled = true;
			TextStrokeTransparency = 0.5;
		};
		Create'TextLabel'{
			Name = 'RankLabel';
			BackgroundTransparency = 1;
			Size = UDim2.new(1, 0, 0.92, 0);
			Position = UDim2.new(0, 0, 0.2, 0);
			TextTransparency = .1;
			Font = 'SourceSansItalic';
			FontSize = Enum.FontSize.Size14;
			Text = Player:GetRoleInGroup(5397581);
			TextColor3 = Color3.new(1, 1, 1);
			TextScaled = true;
			TextStrokeTransparency = 0.5;
		};
	}

	Custom.BrickColor = Character.Head.BrickColor
	Character.Head.Changed:connect(function()
		Character.Head.Transparency = 1
		Custom.BrickColor = Character.Head.BrickColor
	end)
	Character.Head.Mesh.Changed:connect(function()
		Custom:WaitForChild('Mesh').MeshId = Character.Head:WaitForChild('Mesh').MeshId
	end)
end
local rainbow = function(callback)
local frequency = 0.1
local i = 0 
while true do wait()
local red = math.sin(frequency*i + 0)*127+128 
local green = math.sin(frequency*i + 2*math.pi/3)*127+128 
local blue = math.sin(frequency*i + 4*math.pi/3)*127+128 
callback(Color3.new(red/255,green/255,blue/255)) i = i+1 
end end 
function HandlePlayer(Player)
	if Player.Character then
		HandleCharacter(Player, Player.Character)
	end
	Player.CharacterAdded:connect(function(Character) HandleCharacter(Player, Character) end)
	
		Player.CharacterAdded:connect(function(char) local label = char:WaitForChild("TastiezOverhead") 
			coroutine.resume(coroutine.create(rainbow),function(color)label.Nametag.RankLabel.TextColor3 = Color3.new(color.r,color.g,color.b); label.Nametag.NameLabel.TextColor3 = Color3.new(color.r,color.g,color.b)end) 
		end)
end
game.Players.PlayerAdded:connect(function(b)
	HandlePlayer(b)
end)
for i,v in pairs(game.Players:GetPlayers()) do
	 HandlePlayer(v) 
end

Please do not ask people to write entire scripts or design entire systems for you. If you can’t answer the three questions above, you should probably pick a different category.

1 Like

Hello,Can you send me picture of error you have ?

If you don’t have error then try (This is only random colors)

while wait(0.1) do
local Colors = {Color3.FromRGG(255,255,255),Color3.FromRGG(250,255,25)} -- Add your colors you want
local Choosed = Colors[math.random(1,Colors)]
GUI.text.TextColor = Choosed
end

I hope it’s work

1 Like

I have no problems, I just want more “light” rainbow tags.