View Full Version : NIM Dynamic Weather
Smiley Nick
Feb 11 2007, 22:28
Storms are brewing, blizzards are coming, and the new Dynamic Weather has arrived for Arm A.
The pictures don't really do the addon any justice,you really have to see it for yourself.
Sandstorm effecting operations in oil fields
http://members.home.nl/martijn.wagtmans/NIM01.JPG
Severe fog, during patrol
http://members.home.nl/martijn.wagtmans/NIM02.JPG
Thunderstoms over Estrella, worst in years!
http://members.home.nl/martijn.wagtmans/NIM03.JPG
Skys are clear, perfect flying weather
http://members.home.nl/martijn.wagtmans/NIM04.JPG
Features
1.) Fully Dynamic Random Weather.
2.) Pre-set weather conditions for easy placements.
3.) User friendly placement of weather systems using logic's.
4.) "The Four Seasons" variations of the weather systems, each creating random weather in that required season.
5.) Fully tested and working in Multi Player.
6.) 99.9% Lag Free. (It really is this time)
7.) New 3D clouds, and new replacement sounds and new models for a more updated look.
1.5 Patch version. from satexas69
http://www.satexas.com/software/ArmA/NIM_Weather_1.7b.zip
Weather system created by the talented scripter "Sentinel" and further details are located in the readme.
But a HUGE HUGE thank you to deanosbeano and AI Simmons, without them both, i wouldn't be posting this, so they disserve all the credit.
I hope you all have as much fun using the new dynamic weather as we did creating it.
We will not be providing any more updates unfortunately, as we are both busy with the lost world project, however this doesn't stop anyone from expanding on this and bring some more features to arm a, such as winds, thermals, larger waves, you name it!
You can expect to see a updated version for the final release of the lost world project in due time, but for now your stuck with this.
Enjoy
Moricky
Feb 11 2007, 22:35
Wrong DL link.
Should be http://members.home.nl/martijn.wagtmans/NIM_Weather_1.7.rar
I'm really glad that you released this addon, which was one of my favourites back in OFP, for ArmA. Big thanks for your work! I'm really going to enjoy this one http://forums.bistudio.com/oldsmileys/smile_o.gif
OFP (and presumably ArmA) actually has dynamic weather built in, it just worked on a longer time-scale than most missions. Looking good though, I like the idea of 3d clouds.
Smiley Nick
Feb 11 2007, 23:08
Yes is does, to some extent, we just expanded on this, to make it more "immersive" and to give the weather some depth, as in real life, weather plays a huge tactical advantage or disadvantage.
It was primarily a ofp release, but with the new engine, its come into her own http://forums.bistudio.com/oldsmileys/smile_o.gif
Thanks for comments!
Nick
I'm not getting the effects in multiplayer. Does this only work with a dedicated server?
Effects work fine in single player missions.
http://img101.imageshack.us/img101/3275/snowxk5.jpg (http://imageshack.us)
First snow over Sahrani http://forums.bistudio.com/oldsmileys/biggrin_o.gif
deanosbeano
Feb 11 2007, 23:39
I'm not getting the effects in multiplayer. Does this only work with a dedicated server?
Effects work fine in single player missions.
could you expand a bit more pls.
you mean you are hosting a none dedicated mp game and you are not seeing the effects ?
or your friend is hosting a none dedicated mp game and you are joining and him and you are not seeing effects ?
there could be a prob with the fact that the ofp version used camcreate for certain aspects ,these had to be changed cause camcreate dosent work. i am not big on mp but there is two commands now createvehiclelocal and normal createvehicle. coudl be a prob with that. no real info on what to do if replacing the old camcreate in arma.
I am hosting a MP game and no one is seeing the effects. Just a dirt simple test mission with two playable units and I've tried nearly all of the effects and get nothing in the multiplayer game. Same mission created in single player and I see the effects no problem.
Update: Did more testing and the only effects I can get to work in multiplayer are the rain clouds, storm clouds and fog. The mist, snow, sandstorm, leaves, etc... are not working.
generalandrew
Feb 12 2007, 01:29
Hey, great job and great add-on!! I posted this over at http://www.totalarmedassault.com as soon as I saw this. You can also add our downloads link to the mirrors above.
Many thank`s, i loved the Nim Dynamic Weather in OFP.
Great to have it now in Arma too. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Chipper
Feb 12 2007, 03:13
Thanks for this. It's rly rly cool. http://forums.bistudio.com/oldsmileys/smile_o.gif
Smiley Nick
Feb 12 2007, 06:32
I am hosting a MP game and no one is seeing the effects. Just a dirt simple test mission with two playable units and I've tried nearly all of the effects and get nothing in the multiplayer game. Same mission created in single player and I see the effects no problem.
Update: Did more testing and the only effects I can get to work in multiplayer are the rain clouds, storm clouds and fog. The mist, snow, sandstorm, leaves, etc... are not working.
If i remember the effects only work on a dedi server, not a client host. Unfortunately we had little/no time to test this in MP, but in theory it still "should" work.
But a few things have changed from ofp to arm a, so there might be a few problems, but someone might be able to go over the scripts more thoroughly.
Nick
Woohoo! Cheers to all invlolved. This is one of my favourite mods for OFP. I'm made up that you guys managed to get it ported over!! Nice one.
VictorTroska
Feb 12 2007, 10:56
Tnx guys,great job! http://forums.bistudio.com/oldsmileys/wink_o.gif
Great job !! However I have found one bug. It snows inside the buildings. I don't know if that can be fixed or if it's just something we will have to live with. Just thought I would pass that along..... http://forums.bistudio.com/oldsmileys/whistle.gif
Sickboy
Feb 12 2007, 14:11
Will have a look on the multi part soon...
Thanks for the conversion..
I'm wondering though... Kegetys was talking about not using drop commands but things with a particle source etc, which would be way way more optimized than the Drop command... you guys working with this yet, and if not... do you plan this?
Nice work to all involved http://forums.bistudio.com/oldsmileys/wink_o.gif
deanosbeano
Feb 12 2007, 16:53
Will have a look on the multi part soon...
Thanks for the conversion..
I'm wondering though... Kegetys was talking about not using drop commands but things with a particle source etc, which would be way way more optimized than the Drop command... you guys working with this yet, and if not... do you plan this?
personaly i wont be continuing with the weather myself.
in arma the scripts using drop dont seem to lag anymore (havent tried maxed out).
what would be interesting if someone would collate some data on that by benchmarking the current version and then ( with permission from whoever) rewrite to paricleeffect. that would be a whole lotta data for future debates about the two types of particle creation.
personally it seeems a whole lotta scripting for a small amount of gain, but i say that without v little evidence, just a small test i did when i replaced the dust effects from the vehicle tracks with dropped ones.
anyway goodluck to anyone involved.
p.s kinda reminds me of the sqs vs sqf debate http://forums.bistudio.com/oldsmileys/smile_o.gif. i guess they each have there niche and are both practocle and efficient for that mode ?
Brilliant work! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Sentinel-
Feb 12 2007, 17:02
Thank you from the warm welcome from me. Never though ArmA would need the old and rugged weather scripts http://forums.bistudio.com/oldsmileys/tounge2.gif:
Thanks for deanosbeano and AI Simmons for work to convert the scripts to suit ArmA's scripting environment. And thanks to Smiley for making the conversion possible and coming up with the weather idea at the beginning. Any of this would not be possible without your supreme idea creation machine you call your head http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Also thanks to all unmentioned persons who have helped in the past and present day.
feersum.endjinn
Feb 12 2007, 18:35
Nice work, but there seems to be slight issue with alpha channel texture filtering in autumn leaves... You can see the white border on leaves, which can be prevented by setting alpha channel to 1 bit and turning off texture alpha interpolation; how it is done, depends on what texture conversion program you use - TexView doesn't support it. Kegetys PAA plugin for Photoshop or PAATool can do it though.
http://img163.imagevenue.com/img.php....5lo.jpg (http://img163.imagevenue.com/img.php?image=08801_NIM_autumn_alpha_122_195lo.jpg)
Issue with alpha interpolation is explained here...
http://community.bistudio.com/wiki/paa#Alpha_channel_interpolation
i have not this bug whith alpha, great work !
VictorFarbau
Feb 13 2007, 08:44
@<hidden> owns this addon project now - I can share my little time&weather MP scripts with you if you like.
These are very small and just synchronize time and weather conditions across MP players, nothing fancy and easy to use for your addon too I guess. I would really like to see this great addon work in MP http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Just let me know if you'd like the scripts or a hand with the implementation.
Regards,
Victor
Smiley Nick
Feb 13 2007, 10:22
Thanks for the comments all!
@<hidden>
That sounds great, tbh we didn't really test this in MP, so if you have something that works and you can implement it then, feel free, and i shall amend the rar and add you in the readme for the credits.
I don't think anyone of us have enough time to add to this project at the mo, so we welcome anyone else who would like to add to it
Cheers
Nick
Thanks for the comments all!
@<hidden>
That sounds great, tbh we didn't really test this in MP, so if you have something that works and you can implement it then, feel free, and i shall amend the rar and add you in the readme for the credits.
I don't think anyone of us have enough time to add to this project at the mo, so we welcome anyone else who would like to add to it
Cheers
Nick
Great addon, really looks good http://forums.bistudio.com/oldsmileys/wink_o.gif great job
Just one (a bit stupid) question: Is the weather working in SinglePlayer missions too? It would be so great. http://forums.bistudio.com/oldsmileys/goodnight.gif
Sickboy
Feb 13 2007, 12:23
Great addon, really looks good http://forums.bistudio.com/oldsmileys/wink_o.gif great job
Just one (a bit stupid) question: Is the weather working in SinglePlayer missions too? It would be so great. http://forums.bistudio.com/oldsmileys/goodnight.gif
You will have to add the gamelogics to the single player missions urself... There are some ways to go to get this automaticly working in any mission, but this needs some eventhandler edits in the main config http://forums.bistudio.com/oldsmileys/biggrin_o.gif And possibly some other ways..
VictorFarbau
Feb 13 2007, 12:42
@<hidden> -> PM
Hope we manage to get this fully SP/MP compatible soon.
Victor
Rambo-16AAB
Feb 13 2007, 12:45
So if you use this on a map, are all players required to have it to play, or is it ignored for users who dont have it ?
whisper
Feb 13 2007, 14:38
required on all clients, if you don't have it you are booted out of mission.
I did hear about the possibility to embed addons into mission, but I think it was fantasy talk unfortunately http://forums.bistudio.com/oldsmileys/sad_o.gif
Sickboy
Feb 13 2007, 15:24
There could be made a light version...
things that should be missing then is:
- Leaves
- Lightning bolt
- Rainbow
Without those features, the nim weather could be converted to mission scripts.
My_Shortcoming
Feb 13 2007, 15:48
Hmm the Lightning bolt is decent can that not be made into it or does the need for modded/extra materials become necessary?
Sickboy
Feb 13 2007, 15:50
Hmm the Lightning bolt is decent can that not be made into it or does the need for modded/extra materials become necessary?
The lightning bolt is a p3d model inside the addon, which is not usable from within a mission, at this moment in time.
Hence you would need the Addon.
But you could always make it check if you have the addon or not, and if you have it, it can still display the bolt etc http://forums.bistudio.com/oldsmileys/smile_o.gif
Rambo-16AAB
Feb 13 2007, 17:27
Ok, so although a good idea, it will severely limit your servers player base, unless BIS include it in a patch if its good enough.
VictorFarbau
Feb 13 2007, 20:43
I ran this on a dedicated server with a map on which I just placed a nice thunderstorm. Works fine on each client; so it is MP-ready the way it is for all I can say.
But this indeed requires all players to have that addon installed; which is also not really a problem in my view since this is the very concept of addons (complex code and resources preinstalled on clients instead of huge network transfers).
To split this up and embed the scripts and resources in separate missions is certainly possible but a bit of a redundant effort in my mind.
Cheers,
Victor
dentist guba
Feb 14 2007, 15:26
just a thought.does the Nim weather mod have any effect on ground textures e.t.c. If not would it be possible to add this. it would basically involve adding code which allows textures(/models) to change depending on the type of weather.
it could, for example, replace the ground textures with muddier looking versions when it is raining. it could also be used for things like explosion effects as well.
whisper
Feb 14 2007, 15:50
AFAIK you cannot change objects textures dynamically like that, except for textures defined as hiddenSelection in object definition files and p3d.
dentist guba
Feb 14 2007, 16:10
Quote[/b] ]AFAIK you cannot change objects textures dynamically like that, except for textures defined as hiddenSelection in object definition files and p3d.
could the actual way the game works be edited slightly to allow this/would there be a way to get around it.this would be slightly more superficial but i thought about having the game spawn "mud patch" textures when it is raining in a similar way to the "crater" textures.
this would make the atmosphere of the game even better and probably have practical uses in game. extra, semi transparent textures could even be added to vehicles to make them look wet.
Smiley Nick
Feb 14 2007, 17:51
You could and can open up a huge can of worms and really developed this further if you have the resources, for now its more "semi arcady" to add some depth to flying and ground forces.
But there is no reason with shear determination that you couldn't make a fully developed, environment changing weather system!
I would be happy to say the scripts are open source, for anyone who could or wants to edit this, just give credit where its due in the read me http://forums.bistudio.com/oldsmileys/smile_o.gif
Nick
dentist guba
Feb 14 2007, 19:43
when i get hold of ARMA i'll probably attempt this. the thing that makes it seem plausible is the similar stuff that already existed in OFP-e.g there were moving textures to give the effect of raindrops hitting the ground.
Nice work! Glad to see this ported to ArmA http://forums.bistudio.com/oldsmileys/smile_o.gif
However I got a few error messages when starting it?
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
Warning Message: No entry 'bin\config.bin/CfgModels/default.sectionsInherit'. Warning Message: '/' is not a value
...
[/QUOTE]
And when selecting Spring etc. in editor I get the following error?
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
Error in expression <[_this,0,1,true,[8,[0,2]]] exec {\NIM_Weather\NIM_CloudSystem.sqs}>
Error position: <\NIM_Weather\NIM_CloudSystem.sqs}>
[/QUOTE]
/KC
deanosbeano
Feb 14 2007, 22:24
hmm not seen the first one before
second is because eithe in config or called from a script i missed changing the { for double "".
sorry biut that
did your first error come from your .rpt file or has it actually come up on screen ?
It popped up on screen but I grabbed it from RPT-file.
/KC
Big Dawg KS
Feb 14 2007, 23:44
Quote[/b] ]AFAIK you cannot change objects textures dynamically like that, except for textures defined as hiddenSelection in object definition files and p3d.
could the actual way the game works be edited slightly to allow this/would there be a way to get around it.this would be slightly more superficial but i thought about having the game spawn "mud patch" textures when it is raining in a similar way to the "crater" textures.
this would make the atmosphere of the game even better and probably have practical uses in game. extra, semi transparent textures could even be added to vehicles to make them look wet.
Craters are 3d/2d objects, the ground textures don't change at all. Yes, technically you could make 2d objects to cover the ground but it wouldn't be very practical and would probably be more laggy than it's worth.
dentist guba
Feb 15 2007, 13:43
maybe different versions of the island could be made and they could be "swapped" somehow depending on weather conditions
P.S-this mod looks great and, if the small scale "World map" is made for ARMA it could be used to have realistic weather (e.g-snow in russia, hot and dry in deserts). obviously with the permission of the NIM weather makers and credit given.
Sentinel-
Feb 15 2007, 15:50
Quote[/b] ]...e.g-snow in russia, hot and dry in deserts...
NIM weather does not support different weather conditions on different areas. The effects are always global, not local. Leaf effects makes an exception as it is very local effect.
That ofcourse if deanosbeano didn't do something magic with the system http://forums.bistudio.com/oldsmileys/tounge2.gif.
dentist guba
Feb 15 2007, 16:41
Quote[/b] ]NIM weather does not support different weather conditions on different areas. The effects are always global, not local. Leaf effects makes an exception as it is very local effect.
but surely that would mean in the normal map you would get sandstorms in the mountains. maybe they could be made local somehow(maybe each continent for example could be made into a separate map and then joined.
Sentinel-
Feb 15 2007, 18:00
Quote[/b] ]but surely that would mean in the normal map you would get sandstorms in the mountains. maybe they could be made local somehow(maybe each continent for example could be made into a separate map and then joined.
With current version all weather things are global meaning same weather conditions at every corner of a map. I now remember that also sand effects are local, and the mist is supposed to be located only on lowlands.
What you're suggesting would mean totally rewriting the scripts (that would actually be good idea if I or someone else had time). That would improve the performance and the features. At the moment such things are not under concideration. At least to my knowledge. I sure hope Smiley hasn't got such things in mind, at least in near future. http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
In theory it's possible to have local weather conditions, even in MP. Trying to get that work might prove the theory wrong.
dentist guba
Feb 16 2007, 12:37
i suppose this would work okay with a world map-as long as the more localised weather (such as sandstorms) only appears where it should. as for the ground being affected by weather i'll probably concentrate on trying to make the world map idea instead.
Changing ground textures due to the weather would be cool in ArmA, but I can't see it happeneing. On the other hand there's nothing to stop a little creativity from the mission designer. Have snow getting gradually heavier in one mission and by the time your unit "wakes the following morning", the next mission is taking place on a snow version of the island.
You could simulate a large scale nuclear war in a similar fashion. http://forums.bistudio.com/oldsmileys/smile_o.gif
dentist guba
Feb 16 2007, 16:15
Quote[/b] ]Changing ground textures due to the weather would be cool in ArmA, but I can't see it happeneing. On the other hand there's nothing to stop a little creativity from the mission designer. Have snow getting gradually heavier in one mission and by the time your unit "wakes the following morning", the next mission is taking place on a snow version of the island.
maybe there could be different versions of the island like you suggest but it might be possible to "teleport" everything over (obviously it would need some kind of transition otherwise it would look weird). this would require some recoding but not as much. just a kind of trigger to start the transition-this would also allow area specific ground effects. in the world mod there could be a few separate models of the earth, one for each time of year (e.g season/month(if possible)) an some kind of transition to smooth it out. if there was a version for each month you would hardly ever notice the transition anyway because
1:it would have to be on top of the join between months-(i doubt a lot of missions would last this long)
and
2:some places wouldn't have to look much different anyway(e.g the sahara desert wouldn't change much).
Hi !
First of all, I must say that this addon is really wonderful. It makes mission a bit more immersive.
There is still some room for improvements:
- an error message appears when I launch an editor mission containing only a season game logic. It says, roughly :
invalid number of arguments in script NIM_CloudSystem
Sorry, I don't have a screenshot or the exact syntax. Might look further into it.
[EDIT] As I said, I looked further into it. In NIM_SeasonalSetting.sqs, change
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[_this,0,1,true,[8,[0,2]]] exec {\NIM_Weather\NIM_CloudSystem.sqs}[/QUOTE]
with
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[_this,0,1,true,[8,[0,2]]] exec "\NIM_Weather\NIM_CloudSystem.sqs"[/QUOTE]
- with only rain clouds, I sometime get an incredible amount of thunder, like one very other second... With Thunder clouds, I get even less, but still too much. Is it possible, and where can I reduce the probability or frequency for thunder ?
[EDIT] I added a random delay in the thunder loop.
- fog pops out of nowhere, as if there was a 'fog-factory' somewhere. Might need some improvement.
[EDIT] After a second look, I could not reproduce that, now I have a nice looking fog, don't know why.
Otherwise, everything runs perfect !
Thank you for this great addition, keep up the good work.
Malick
Hi everyone, can someone explain to me what editing tools are. Are they made my BI and does it mean anyone can make mods in an easy way?
Thanks
deanosbeano
Feb 18 2007, 20:26
good job on finding it malik,
on previous page this error was pointed out by keycat .
unfortunately anyone who was working on this conversion are all busy .
maybe you can post a little diagram here so people can see how you depbo and alter that line http://forums.bistudio.com/oldsmileys/smile_o.gif ?
once agin sorry i missed it i got the other 200 or so. http://forums.bistudio.com/oldsmileys/wink_o.gif
Dr.Pulp
Feb 19 2007, 16:25
Hi Folx!
Pretty nice Addon...i like it! ;-)
I debugged the Script Error by myself, but i got a problem in multiplayer using a non dedicated Server.
Everybhody gets the weather effects, except the host-player!
Argh! Can you help me? Or somebody just tell me what to do...i can do a little scrippting, debugging, etc. myself.
thx in advance
Pulpi
1- find a pbo tool (UnPbo / MakePbo will work fine)
2- depbo the file NIM_Weather.pbo with UnPbo
3- open the script NIM_SeasonalSettings.sqs
4- find the 4 lines that contain NIM_CloudSystem.sqs
5- replace the {} with ""
6- save
7- repbo the whole file with MakePbo
8- play !
May give a bit more precision on request, but that's really simple.
Hope this could help some of you !
Malick
deanosbeano
Feb 19 2007, 19:53
Quote[/b] ]Hi Folx!
Pretty nice Addon...i like it! ;-)
I debugged the Script Error by myself, but i got a problem in multiplayer using a non dedicated Server.
Everybhody gets the weather effects, except the host-player!
Argh! Can you help me? Or somebody just tell me what to do...i can do a little scrippting, debugging, etc. myself.
thx in advance
Pulpi
hmm i think sickboy was maybe making it for multiplayer none dedicated ?
anyway i think all others are busy now sorry.
malik nice description there http://forums.bistudio.com/oldsmileys/wink_o.gif
ty.
Sickboy
Feb 19 2007, 22:19
Will look further into it soon, been on some other projects, you will probably hear about sometime soon http://forums.bistudio.com/oldsmileys/tounge2.gif
To be continued http://forums.bistudio.com/oldsmileys/smile_o.gif
Dr.Pulp
Feb 20 2007, 16:29
Quote[/b] ]Hi Folx!
Pretty nice Addon...i like it! ;-)
I debugged the Script Error by myself, but i got a problem in multiplayer using a non dedicated Server.
Everybhody gets the weather effects, except the host-player!
Argh! Can you help me? Or somebody just tell me what to do...i can do a little scrippting, debugging, etc. myself.
thx in advance
Pulpi
hmm i think sickboy was maybe making it for multiplayer none dedicated ?
anyway i think all others are busy now sorry.
malik nice description there http://forums.bistudio.com/oldsmileys/wink_o.gif
ty.
in unPBOed it myself and extracted the script call. When you call the script via a trigger it works for the host, too ;-)
deanosbeano
Feb 20 2007, 16:32
you see colaberation at its best ;0
who is next to volunteer to remove this type default from the config ?
i am getting an error about this and spotted that its no longer nescasary or such things in there.
wish i had more time ,maybe when al simmons is back i ask him .
satexas69
Mar 20 2007, 19:48
Anyone that doesn't know how to unpbo-pbo and wants the 1.7 version patched FOR them, I've done it and you can download it here:
http://www.satexas.com/software/ArmA/NIM_Weather_1.7b.zip
Smiley Nick
Mar 21 2007, 18:37
Thanks satexas69, i have edited the first post to include your update.
sniperuk02
Mar 21 2007, 18:39
I miss NIM. http://forums.bistudio.com/oldsmileys/sad_o.gif
I still need to get arma and test this.
Very nice and easy to use. Drag and drop into addon folder, launch editor, and it works just great.
Thank you very much.
froggyluv
Mar 22 2007, 09:27
Nice job!
Especially love the sandstorms for atmosphere/immersion.
Question, do the extreme weathers effect the AI's awareness ie. lower their 'skill setting'?
Smiley Nick
Mar 22 2007, 20:00
@<hidden>
Im not 100% sure if arm a has partial "blocking", this was designed for ofp, and we where toying with having invisible models that would block ai.
You would need to do some testing, or another way is to raise the fog slider in the editor to compensate the ai view problem
Glad you are all having fun with it!
Nick
Nephilim
Mar 22 2007, 20:04
sorry if i dig up old stuff
you cant change ground textures thats true
but you can still spawn models http://forums.bistudio.com/oldsmileys/smile_o.gif
think of that http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Novusordo
Mar 26 2007, 01:20
hey guys how do I use the different weathers via triggers?
Ipart of ym mission requires a climb to the top of a mountain and I really want your windy/snowy effects to play when were about 1/4 way up but I want clear sunny weather when we get down again.
how do i do this?
Monkwarrior
Mar 26 2007, 06:13
never mind http://forums.bistudio.com/oldsmileys/smile_o.gif
Monk.
Sentinel-
Apr 4 2007, 19:46
Quote[/b] ]hey guys how do I use the different weathers via triggers?
Ipart of ym mission requires a climb to the top of a mountain and I really want your windy/snowy effects to play when were about 1/4 way up but I want clear sunny weather when we get down again.
how do i do this?
You can do this with trigger: Set trigger condition to match what you want, radius and side or group. Then type following code to on Activation:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">weatherEffect = <weatherEffectType> createvehicle [0,0,0][/QUOTE]
<weatherEffectType> is name of game logic that enables the effect you desire. For your purpose <weatherEffectType> is "NIM_Blizzard2". In the deactivation field type:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">deletevehicle weatherEffect[/QUOTE]
To make the transition smoother you can use another trigger with bigger radius. Then the codes are:
On activation:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">transitionEffect = "NIM_Snow2" createvehicle [0,0,0][/QUOTE]
and deactivation:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">deletevehicle transitionEffect[/QUOTE]
I'm not sure if the effects affects on each other. That why you should change the first trigger to have following codes:
onActivation:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">weatherEffect = <weatherEffectType> createvehicle [0,0,0]; deletevehicle transitionEffect[/QUOTE]
deActivation:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">deletevehicle weatherEffect; transitionEffect = "NIM_Snow2" createvehicle [0,0,0][/QUOTE]
If you have more than one areas of effects use index numbers after the names:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">transitionEffect[B][U]1[/U][/B] = "NIM_Snow2" createvehicle [0,0,0][/QUOTE]
I hope you get something out of that http://forums.bistudio.com/oldsmileys/tounge2.gif
Novusordo
Apr 4 2007, 21:35
Quote[/b] ]hey guys how do I use the different weathers via triggers?
Ipart of ym mission requires a climb to the top of a mountain and I really want your windy/snowy effects to play when were about 1/4 way up but I want clear sunny weather when we get down again.
how do i do this?
You can do this with trigger: Set trigger condition to match what you want, radius and side or group. Then type following code to on Activation:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">weatherEffect = <weatherEffectType> createvehicle [0,0,0]
<weatherEffectType> is name of game logic that enables the effect you desire. For your purpose <weatherEffectType> is "NIM_Blizzard2". In the deactivation field type:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">deletevehicle weatherEffect[/QUOTE]
To make the transition smoother you can use another trigger with bigger radius. Then the codes are:
On activation:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">transitionEffect = "NIM_Snow2" createvehicle [0,0,0][/QUOTE]
and deactivation:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">deletevehicle transitionEffect[/QUOTE]
I'm not sure if the effects affects on each other. That why you should change the first trigger to have following codes:
onActivation:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">weatherEffect = <weatherEffectType> createvehicle [0,0,0]; deletevehicle transitionEffect[/QUOTE]
deActivation:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">deletevehicle weatherEffect; transitionEffect = "NIM_Snow2" createvehicle [0,0,0][/QUOTE]
If you have more than one areas of effects use index numbers after the names:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">transitionEffect[B][U]1[/U][/B] = "NIM_Snow2" createvehicle [0,0,0][/QUOTE]
I hope you get something out of that http://forums.bistudio.com/oldsmileys/tounge2.gif[/QUOTE]
THANK YOU!
Novusordo
Apr 14 2007, 12:04
ok tried this just now and it works but when i move out of the trigger the blizzard remains. i just want the blizzard to happen nearer the top of the mountain so i put a rectangle trigger that fits nicely and moved up the mountain and the blizzard started just at the point i wanted it to but when i sprinted down the other side of the mountain and OUT of the trigger radius, the blizzard did not stop. how do i get it to stop?
Novusordo
Apr 17 2007, 23:19
bump please help.
Sentinel-
Apr 21 2007, 23:14
you really need this?
i'll get back to here tomorrow, its a bit tricky to get this work the way you like so you're really up for this? I'll get the workaround for you if you're up to this.
Yes, beer please.
PS. there should be alcometer around here to prevent posts like this http://forums.bistudio.com/oldsmileys/crazy_o.gif
Well i just tryed this and i have some questions:
I'm looking for random weather but only thing i need is Sunshine, Clouds, Rain, Thunder ( Pretty nice and pretty ugly weather )
But so far i couldn't find it i tryed NIM Dynamic Weather Summer but what the hell does this white fogy clouds do all over the place? http://forums.bistudio.com/oldsmileys/crazy_o.gif
So what do i have to choose to get a Dynamic Weather mix from blue Sunny Sky to Rain and Thunder and this all over the time?
Sunshine, blue Sky 10 min later Rain 5 min. later again Sunshine and a little cloudy then 15 min. later Thunder then 10 min. later again blue Sky and Sunshine http://forums.bistudio.com/oldsmileys/smile_o.gif
This would be the best mix for me.
Edit: Well just tested some more and now Dynamic Weather Summer is my favorite. http://forums.bistudio.com/oldsmileys/smile_o.gif
Good work!
Mr.Peanut
Jun 4 2007, 13:48
Has anyone else had trouble getting the mist logic to work? I have tried placing it everywhere(low altitude, near on on water) but I see no effect.
Seem's like since 1.08 the Dynamic Weather AddOn creates a lot of lag...
Every time short bevore it beginns to thunder and rain my frames drop from 50 to 20.
NoRailgunner
Jun 24 2007, 21:23
maybe an update is close...? http://forums.bistudio.com/oldsmileys/smile_o.gif
I hope so, this is one of my favorite addons.
I have a lot of lag too, when using any combination of NIM_weather game logics.
I sure like the idea of having nice clouds and mist, but getting unplayable framerates is a price too high in my opinion.
Does anyone have an idea on what is causing lag in this addon ? Maybe we (as a community) can find and implement a solution.
Malick
HGuderian
Oct 31 2007, 11:28
Hi! Is there a way to take away those horribles strips on the ground that appears in sandstorm effects? If yes, how?
Would be an essential melioration of this very good and useful addon.
Thanks and Cheers!
Please update this great script!
Yes i really miss this Greate script too... It gives such a greate atmosphere to ArmA!
So PLZ FIX this nice peace of work! http://forums.bistudio.com/oldsmileys/sad_o.gif
OkitaMakoto
Nov 13 2007, 05:01
Wow. Simply...Wow.
This has seriously renewed my love for ArmA. Tank battles on Sarhani lite are AMAZING. Searching for enemy t72's as you roll through a sand storm, crash landing your cobra in the middle of a sandstorm and running for your life from behind enemy lines, seeing your infantry support in the distance just appear out of the sand. This is amazing stuff. I will never create another mission without throwing one of these effects in! EVER!
Thank You!
Wow. Simply...Wow.
This has seriously renewed my love for ArmA. Tank battles on Sarhani lite are AMAZING. Searching for enemy t72's as you roll through a sand storm, crash landing your cobra in the middle of a sandstorm and running for your life from behind enemy lines, seeing your infantry support in the distance just appear out of the sand. This is amazing stuff. I will never create another mission without throwing one of these effects in! EVER!
Thank You!
Does it work for you with 1.08http://forums.bistudio.com/oldsmileys/huh.gif
Does the downloadlink in the first post work? I never get the file....
Regards, Christian
read the second post http://forums.bistudio.com/oldsmileys/wink_o.gif
http://members.home.nl/martijn.wagtmans/NIM_Weather_1.7.rar
Sorry, not tried this in 1.08
OkitaMakoto
Nov 15 2007, 00:27
I'm up to date and it's working beautifully for me. Why, what's the problem on yours? I forgot what link I used, but it downloaded no problem for me http://forums.bistudio.com/oldsmileys/smile_o.gif
Hope this helps ya out... http://forums.bistudio.com/oldsmileys/smile_o.gif
Is there a way to get it to work in all missions?
froggyluv
Nov 16 2007, 23:34
Is there a way to get it to work in all missions?
open the mission in the editor- add NIM - re-pbo and place back in 'Missions'
Yes froggyluv I know this. I meant if it would be possible to make to work with all missions/campaign without that depbo and repbo stuff...
{USI}_Zombie
Sep 5 2009, 12:46
anyone hear of this being tweaked for arma2? The weather works ok, but the snow and dust doesn't seem to work
Icewindo
Sep 5 2009, 17:30
anyone hear of this being tweaked for arma2? The weather works ok, but the snow and dust doesn't seem to work
Hm? In ArmA 2 it works fine for me, both snow and dust effects.
anyone want to explain how to get this mod working in arma 2 ?
{USI}_Zombie
Sep 19 2009, 23:39
anyone want to explain how to get this mod working in arma 2 ?
It's used by calling a gamelogic. Just having the mod enabled doesn't enable the effects, the mission has to be designed for it.
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