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Binkowski
Sep 30 2009, 21:02
Here it is! For all those who wanted snow :P.

http://www.armaholic.com/datas/users/4-nim04.jpg

http://www.armaholic.com/datas/users/4-nim03.jpg

http://www.armaholic.com/datas/users/4-nim02.jpg

This is the NIM Dynamic weather addon successfully ported into ArmA2, this addon SHOULD (99% sure) work without any major game breaking issues, if you happen to find any, please post here or PM me.

Yes this addon is signed for multiplayer.

Mirrors appreciated!

Change Log:
1.7b (09-30-09)
- First Release for ArmA2

Credits:

1.) Dynamic Weather Created by Sentinel (Scripter-nimod).

2.) Deanosbeano and AI Simmons for porting it over to Arm a. ( A HUGE THANKYOU)

3.) Models by Smiley and Hornet85.

4.) Paddy for some scripting problems (Scripter-nimod).

5.) Fog script resource from MI_Fred (VTE Mod).

6.) Snow script resource from Kegetys (FDF Mod).

7.) Thanks to the "23rd Ground Division" and the "22nd regiment" squads for helping test the weather.

8.) BIS for providing Operation Flashpoint/ ArmA / ArmA2.

9.) The support from our fans and the on going addon and mod creations from the community.

10.) To Smiley_Nick and Sentinel for giving me permission to port this to ArmA2.

Download Links:

NIM Dynamic Weather (http://www.armaholic.com/page.php?id=7659) (v1.7b) (ArmAHolic)

ArmedAssault.info Mirror : DOWNLOAD - NIM Dynamic Weather for ArmA2 (v.1.7b) - [2.5 MB] from ArmedAssault.info (http://www.armedassault.info/index.php?cat=addons&game=1&id=1082)

Foxhound
Sep 30 2009, 21:23
Release frontpaged at the Armaholic homepage (http://www.armaholic.com/page.php?id=7658).


http://www.armaholic.com/datas/users/3-animation.png (http://www.armaholic.com/page.php?id=7659)
NIM Dynamic Weather v1.7b (http://www.armaholic.com/page.php?id=7659)

vengeance1
Sep 30 2009, 21:44
Way Cool ! Thanks for doing this.

Old Bear
Sep 30 2009, 21:45
ArmedAssault.info (http://www.armedassault.info) Mirror and News (http://www.armedassault.info/index.php?cat=news&game=1&id=3131):

http://www.armedassault.info/mirrorgen2/2865774.gif (http://www.armedassault.info/index.php?cat=addons&game=1&id=1082)

We have also added this release to your personal author profile (http://www.armedassault.info/index.php?cat=authors&id=429)
If a release or contact information is missing, feel free to drop a PM, it will then be added.

And here is the BBCode if you want to add our Mirror to your release post :

http://www.armedassault.info/mirrorgen2/2865774.gif (http://www.armedassault.info/index.php?cat=addons&game=1&id=1082)
If you prefer a text only BBCode please copy and paste the code below :

ArmedAssault.info Mirror :
DOWNLOAD - NIM Dynamic Weather for ArmA2 (v.1.7b) - [2.5 MB] from ArmedAssault.info (http://www.armedassault.info/index.php?cat=addons&game=1&id=1082)[/SPOILER]

Binkowski
Sep 30 2009, 22:09
Thanks for the mirrors. Main post has been updated to include them.

Nosedive
Sep 30 2009, 22:38
Where can it be found in editor? I can't find it anywhere

DragonBaron
Sep 30 2009, 22:39
:cool: Cool!
Great work. Thanks to all involved people. I'm very impressed.
:yay:

THX
DragonBaron

Miller
Sep 30 2009, 22:40
Wow great, thanks Sentinel und Binkowski :smile_o:

ArmA2Base.de Mirror:

NIM Dynamic Weather by Sentinel ported by Binkowski (http://arma2base.de/include.php?path=download&contentid=868)

Kind regards
Miller

Skulleye
Sep 30 2009, 23:10
Is there any way to have it automatically activated in all missions? Like just put it in the addons folder and then it works :)

Nosedive
Oct 1 2009, 00:33
Nevermind i figured it out. I was trying to place it as the first thing on the map, but i forgot you need to designate a player entity first.

Extremely cool! How did you get that awesome pink/orange haze in that screenshot? Are those arma2 screenshots? I tested out a number of the weather types at various times of day but it doesn't look like the screenshots. I also get some error about there not being a lightning texture or something every time lightning strikes.

Defunkt
Oct 1 2009, 00:47
Thank you.

kylania
Oct 1 2009, 01:17
What a beautiful thing!! Can't wait for some snow camo and snowy maps! :)

frag
Oct 1 2009, 02:17
For those who tried it already ... is tough on the FPS or barelly noticeable?

Binkowski
Oct 1 2009, 02:39
It shouldn't have that big of an effect on your FPS, I never have had a problem with it. Also, the screenshot of the pink haze, is from ArmA1, however it is a mix of Fog / Mist / Rain / Sandstorm. Just mix them up and see what you can find. Glad to see you guys are enjoying it.

Atsche
Oct 1 2009, 03:48
Ah finally NiM Weather is back, good job in that Point. Thx
:rolleyes:
But its full of silly rpt errors you should clean up the stuff in a next update.
ex.
File nim_weather\config.cpp, line 558: '/CfgVehicles/ThunderLight.scope': Missing ';' at the end of line "this error is a joke and could be removed before rel. So much to the todays quality standarts."

CrazyAce
Oct 1 2009, 05:07
For those who tried it already ... is tough on the FPS or barelly noticeable?

Ehh... Kind of hard to say, I use Kju's proper tweaks and get high FPS in the mid 40's + this mod installed.

CaptainBravo
Oct 1 2009, 08:21
Sounds like a great addon! I shall try later this eve. Is it MP friendly or would you have same synch issues like with the standard rain in MP?

Binkowski
Oct 1 2009, 14:37
Thanks for reporting that SgtAce, I'll be sure to fix that in the next update.

Nosedive
Oct 1 2009, 14:42
man i just found the coolest combination! if you have moderate mist and fog, as well as a dark grey cloud-layer and a medium snow, coupled with a heavy sand storm, and set the time of day to dawn, you get what looks and sounds like the aftermath of a nuclear strike!

Himmelsfeuer
Oct 1 2009, 15:37
This Addon is really awesome!-.-

I saw snow covering the ground also in a video in arma2, is that possible somehow?

Bushlurker
Oct 1 2009, 16:08
Well Done Binkowski!!! Working great so far ( the ; error was in the original too!)...

@<hidden>
Snow on the ground is a little trickier... that would require a snow ground texture, either in an addon like Landtex, or permanently placed, in a snowy version of an actual "island"...
Worse still... snow on trees, roofs, etc requires all those objects to be retextured... a Massive Task!

... don't think there aren't people working on it though! :D
Have a look in this thread (http://forums.bistudio.com/showthread.php?t=86799) for stuff people are working on... looks like there may be basic replacement snow units and maybe even a snow island soonish...

PS... the "Snowy Drago" island for Arma1 has snow on the ground... it's probably the one you've been seeing in videos... it's "unbinarised" so it takes a couple of minutes to load, but runs fine under CAA1...


B

Himmelsfeuer
Oct 1 2009, 16:59
Cool thanks for the info!
Guess i stick with ArmaII so solong,the not existing roads in Arma I killing me;)

Well cant take too long till the community releases another great addon i hope..
Stuff like this is allways "the cherry on the cake"=)^

papoose244
Oct 1 2009, 17:41
How do I use this mod I went to class but dont see units or game logic.

Binkowski
Oct 1 2009, 17:58
How do I use this mod I went to class but dont see units or game logic.

Make sure that you have a unit down and you are the player. Then go to...


Units (F1) -> Side -> Game Logic -> Class -> NIM Dynamic Weather etc.

Nosedive
Oct 1 2009, 18:49
To clarify, ensure that the game logic is at least the second thing you place, after you place yourself. The logic options will be hidden otherwise.

neokika
Oct 1 2009, 23:00
Thanks for sharing your work..

Im having a problem, when I choose Rain and Thunders, in dynamic wheather or any other option, before the thunder come, I get a missing file (//ThunderLlight.efects//) error and I hear the sound of the thunder but there is no Light Effects...

Im using no mods, only beta 59210

Thanks a lot!

CuDa
Oct 2 2009, 00:01
Same here.. error thunder lighting effect.

rest of it is great tho.

Thank you.

Dogmeat of Finland
Oct 2 2009, 10:56
Is it possible to make a very windy weather. I'm not talking about rain or thunder but just dark sky with howling wind and trees bending and so on.


man i just found the coolest combination! if you have moderate mist and fog, as well as a dark grey cloud-layer and a medium snow, coupled with a heavy sand storm, and set the time of day to dawn, you get what looks and sounds like the aftermath of a nuclear strike!

I have to try this :D. I was planning to make a mission for P85 which would take place after a Soviet nuclear strike.

Himmelsfeuer
Oct 2 2009, 13:12
Looks like there some more issues with the mod.
I had ArmaII shut down twice now in a blizzard on beginning.
selected dynamic weather with "heavy snow and blizzard".

Atsche
Oct 2 2009, 16:38
Thanks for sharing your work..
Im having a problem, when I choose Rain and Thunders, in dynamic wheather or any other option, before the thunder come, I get a missing file (//ThunderLlight.efects//) error and I hear the sound of the thunder but there is no Light Effects...
Im using no mods, only beta 59210
Thanks a lot!

Can confirm thaht too.

Sometimes the Game sound disappears completle after the (overdozed) thunder rumble sounds.

{USI}_Zombie
Oct 2 2009, 19:32
I personally don't get the lightening error, but I don't get some of the effects either. Fog, rain etc works just fine, snow and sandstorms don't do anything?

Master gamawa
Nov 3 2009, 10:43
Ok I love this addon but I seem to have problem. I run a test mission on my LAN and saw that my fog was different in every machine. My main pc had a bit of mist in the distance, two other pc had heavy fog all around that killed visibility and the fourth had almost no fog at all.

Is it random for every pc that plays in the same mission? Because you can imagine how many problems that can cause "HEY on the left side machinegunner running down the hill" "what? Where it's too bloody foggy here!" "No it isn't!" "Yes! Yes it is Where are you?"

poolpunk
Nov 3 2009, 12:35
Hey Master-gamawa. I suppose your problem is caused by different view distances on all clients, because amount of fog visible is related to view distance. I think the only solution would be to use a fixed view distance for all clients ..

Master gamawa
Nov 3 2009, 12:49
Ι have set all my pcs to the same graphics settings. All identical (apart from screen res because my main pc has a big monitor).
All graphics are set on the exact same config. View distance 4000, AA low, PP off and all the rest to High.
But the weather effects aren't synched and I don't know why. It has happened with rain too. My main pc was showing a storm and the other two... just a nice spring drizzle.

Oh, extra question. As I understand, the pcs on my LAN get their graphics settings from the "server" pc, right? If I set my server pc to view distance 3000 and terrain detail to normal, all the other pcs are going to follow that?

Or do I have to get those settings in some sort of config file in the mission folder? That was never clear to me.

andersson
Nov 3 2009, 12:53
Is the weather and fog random? If so maybe the author forgot to synch it over MP?

Master gamawa
Nov 3 2009, 13:02
Yes... it's called random anyway... Random fog, random snow blizzard etc. I thought that meant that the effects are created randomly when the mission starts but are the same for everyone after that.
I swear that has happened with the original rain in the editor. Sometimes I set the weather to "suck" and everything is fine until I tell my friends "I can't see anything let's wait until the rain stops" and my friends usually respond with "rain? what rain?"

It's kind of annoying...

andersson
Nov 3 2009, 13:04
Yes, to make a MP compatible weather one need to use global variables with fog, overcast and rain so all machines get the same values.

Master gamawa
Nov 3 2009, 13:08
Ok I don't want to fudge this thread up anymore. can you direct me to some sort of info about global variables and how to set those up?

pm me if you got it.

andersson
Nov 3 2009, 13:40
I ment public variables, not global.. You have to rewrite the scripts, and then the bikeys will be wrong. But if you want to do it have a look at the scripting forum and on the biki :)

But in short; you need to have a server check (a gamelogic can work with a check if its there), then let only the server define the random values that will be used, after that you make the variables public so they will be broadcasted and used by the clients so the code use the same values on all machines.

http://community.bistudio.com/wiki/publicVariable

Im sorry, but I cant help you more now, + I dont know how the code looks in this addon so as I dont really know I might make a fool out of myself :P

Smiley Nick
Nov 3 2009, 16:04
Me and Sentinel have spoken and have decided to rework some of the effects to maximize the possible effects for Arma2. (more details soon)

As for the fog issue, the main reason is due to the fact that this is not being hosted via a dedicated server. I’m pretty sure when me and Sentinel tested this, that the effects can only be shown/synced via a dedi server.

If your hosting a game with a friend, or via LAN, you will find that the effects will never be in sync or sometimes not show at all.

Master gamawa
Nov 3 2009, 19:41
Me and Sentinel have spoken and have decided

If your hosting a game with a friend, or via LAN, you will find that the effects will never be in sync or sometimes not show at all.

bummer...

ok I'll just used the clouds then.... :(

.kju [PvPscene]
Nov 15 2009, 15:18
Here is a config that may work. Testing would be appreciated.


class CfgPatches
{
class NIM_Clouds
{
units[] =
{
"NIM_White1",
"NIM_White2",
"NIM_WhiteBig",
"WhiteSmallBig",
"NIM_WhiteGrey1",
"NIM_Rain",
"NIM_Thunder",
"NIM_RainThunder",
"NIM_RandomClear",
"NIM_RandomRain",
"NIM_RandomRainThunder",
"NIM_RandomFull",
"NIM_Snow1",
"NIM_Snow2",
"NIM_Snow3",
"NIM_Snow4",
"NIM_SnowR1",
"NIM_SnowR2",
"NIM_SnowR3",
"NIM_SnowR4",
"NIM_Fog1",
"NIM_Fog2",
"NIM_Fog3",
"NIM_FogR1",
"NIM_FogR2",
"NIM_FogR3",
"NIM_Blizzard1",
"NIM_Blizzard2",
"NIM_FullRandomWeather",
"ThunderLight",
"NIM_ForestLeafSmall",
"NIM_ForestLeafBig",
"NIM_SandStorm1",
"NIM_SandStorm2",
"NIM_SandStorm3",
"NIM_SandStormR1",
"NIM_SandWind"
};
weapons[] = {};
requiredVersion = 1.04;
requiredAddons[] = {"CAMisc3","CAWeapons"};
};
};
class CfgVehicleClasses
{
class NIM_Dynamic_Weather
{
displayName = "NIM Dynamic Weather";
};
class NIM_Pre_Set_Weather
{
displayName = "NIM Pre Set Weather";
};
class NIM_Forest_Leaves
{
displayName = "NIM Forest Leaves";
};
class NIM_Desert_Sand_Effects
{
displayName = "NIM Desert & Sand Effects";
};
class NIM_Forecasted_Weather
{
displayName = "NIM Forecasted Weather";
};
};
class SmallFire;
class CfgVehicles
{
class Logic;
class NIM_Seasons: Logic
{
scope = 0;
vehicleClass = "NIM_Dynamic_Weather";
};
class NIM_WeatherDynamic: Logic
{
scope = 0;
vehicleClass = "NIM_Dynamic_Weather";
};
class NIM_WeatherPreSet: Logic
{
scope = 0;
vehicleClass = "NIM_Pre_Set_Weather";
};
class NIM_ForestLeaf: Logic
{
scope = 0;
vehicleClass = "NIM_Forest_Leaves";
icon = "\NIM_Weather\icons\leaf";
};
class NIM_Desert: Logic
{
scope = 0;
vehicleClass = "NIM_Desert_Sand_Effects";
};
class NIM_Forecast: Logic
{
scope = 0;
vehicleClass = "NIM_Forecasted_Weather";
};
class NIM_FirestLeafSmall: NIM_ForestLeaf
{
scope = 2;
displayName = "Autumn Leaves (50m x 50m)";
class eventHandlers
{
init = "[_this select 0,0,50] exec '\NIM_Weather\NIM_ForestLeaf.sqs'";
};
};
class NIM_FirestLeafBig: NIM_ForestLeaf
{
scope = 2;
displayName = "Autumn Leaves (150m * 150m)";
class eventHandlers
{
init = "[_this select 0,0,150] exec '\NIM_Weather\NIM_ForestLeaf.sqs'";
};
};
class NIM_ForestLeafSmallGreen: NIM_ForestLeaf
{
scope = 2;
displayName = "Green Leaves (50m x 50m)";
class eventHandlers
{
init = "[_this select 0,1,50] exec '\NIM_Weather\NIM_ForestLeaf.sqs'";
};
};
class NIM_ForestLeafBigGreen: NIM_ForestLeaf
{
scope = 2;
displayName = "Green Leaves (150m * 150m)";
class eventHandlers
{
init = "[_this select 0,1,150] exec '\NIM_Weather\NIM_ForestLeaf.sqs'";
};
};
class NIM_White1: NIM_WeatherPreSet
{
scope = 2;
displayName = "White Clouds (1 layer)";
icon = "\NIM_Weather\icons\clouds2";
class eventHandlers
{
init = "[_this select 0,0,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'";
};
};
class NIM_White2: NIM_WeatherPreSet
{
scope = 2;
displayName = "White Clouds (2 layers)";
icon = "\NIM_Weather\icons\clouds2";
class eventHandlers
{
init = "[_this select 0,0,2,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'";
};
};
class NIM_WhiteBig: NIM_WeatherPreSet
{
scope = 2;
displayName = "White Clouds (Big)";
icon = "\NIM_Weather\icons\clouds2";
class eventHandlers
{
init = "[_this select 0,1,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'";
};
};
class NIM_WhiteSmallBig: NIM_WeatherPreSet
{
scope = 2;
displayName = "White Clouds (Small & Big)";
icon = "\NIM_Weather\icons\clouds2";
class eventHandlers
{
init = "[_this select 0,1,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0,0,1,false] exec '\NIM_Weather\NIM_CloudSystemSlave.sqs'";
};
};
class NIM_WhiteGrey1: NIM_WeatherPreSet
{
scope = 2;
displayName = "White & Grey Clouds (1 layer)";
icon = "\NIM_Weather\icons\clouds2";
class eventHandlers
{
init = "[_this select 0,0,1,false] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0,2,1,true] exec '\NIM_Weather\NIM_CloudSystemSlave.sqs'";
};
};
class NIM_WhiteGrey2: NIM_WeatherPreSet
{
scope = 2;
displayName = "White & Grey Clouds (2 layer)";
icon = "\NIM_Weather\icons\clouds2";
class eventHandlers
{
init = "[_this select 0,0,2,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0,2,2,false] exec '\NIM_Weather\NIM_CloudSystemSlave.sqs'";
};
};
class NIM_Rain: NIM_WeatherPreSet
{
scope = 2;
displayName = "Rain Clouds";
icon = "\NIM_Weather\icons\raincloud";
class eventHandlers
{
init = "[_this select 0,3,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0,2,1,false] exec '\NIM_Weather\NIM_CloudSystemSlave.sqs'";
};
};
class NIM_Thunder: NIM_WeatherPreSet
{
scope = 2;
displayName = "Thunder Clouds";
icon = "\NIM_Weather\icons\thunderclear";
class eventHandlers
{
init = "[_this select 0,4,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [] exec '\NIM_Weather\NIM_ThunderLoop.sqs'";
};
};
class NIM_RainThunder: NIM_WeatherPreSet
{
scope = 2;
displayName = "Thunder and Rain Clouds";
icon = "\NIM_Weather\icons\thunder";
class eventHandlers
{
init = "[_this select 0,4,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0,3,1,false] exec '\NIM_Weather\NIM_CloudSystemSlave.sqs'; [] exec '\NIM_Weather\NIM_ThunderLoop.sqs'";
};
};
class NIM_RandomClear: NIM_WeatherDynamic
{
scope = 2;
displayName = "Clouds Random (Clear)";
icon = "\NIM_Weather\icons\clouds2";
class eventHandlers
{
init = "[_this select 0,0,1,true,[5,[0,2]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'";
};
};
class NIM_RandomRain: NIM_WeatherDynamic
{
scope = 2;
displayName = "Clouds Random (Rain)";
icon = "\NIM_Weather\icons\sunrain";
class eventHandlers
{
init = "[_this select 0,3,1,true,[5,[1,3]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0] exec '\NIM_Weather\NIM_RainbowCheck.sqs'";
};
};
class NIM_RandomRainThunder: NIM_WeatherDynamic
{
scope = 2;
displayName = "Clouds Random (Rain and Thunder)";
icon = "\NIM_Weather\icons\thunder";
class eventHandlers
{
init = "[_this select 0,3,1,true,[5,[3,4]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [] exec '\NIM_Weather\NIM_ThunderLoop.sqs'";
};
};
class NIM_RandomFull: NIM_WeatherDynamic
{
scope = 2;
displayName = "Clouds Random (Full)";
icon = "\NIM_Weather\icons\thundersunny";
class eventHandlers
{
init = "[_this select 0,2,1,true,[5,[0,4]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [] exec '\NIM_Weather\NIM_ThunderLoop.sqs'; [_this select 0] exec '\NIM_Weather\NIM_RainbowCheck.sqs'";
};
};
class NIM_Snow1: NIM_WeatherPreSet
{
scope = 2;
displayName = "Snow (Mild)";
icon = "\NIM_Weather\icons\snow2";
class eventHandlers
{
init = "[_this select 0,3] exec '\NIM_Weather\NIM_Snow.sqs'";
};
};
class NIM_Snow2: NIM_WeatherPreSet
{
scope = 2;
displayName = "Snow (Medium)";
icon = "\NIM_Weather\icons\snow2";
class eventHandlers
{
init = "[_this select 0,9] exec '\NIM_Weather\NIM_Snow.sqs'";
};
};
class NIM_Snow3: NIM_WeatherPreSet
{
scope = 2;
displayName = "Snow (Heavy)";
icon = "\NIM_Weather\icons\snow2";
class eventHandlers
{
init = "[_this select 0,15] exec '\NIM_Weather\NIM_Snow.sqs'";
};
};
class NIM_SnowR1: NIM_WeatherDynamic
{
scope = 2;
displayName = "Snow Random (Mild)";
icon = "\NIM_Weather\icons\snow2";
class eventHandlers
{
init = "[_this select 0,5,[0,3]] exec '\NIM_Weather\NIM_Snow.sqs'";
};
};
class NIM_SnowR2: NIM_WeatherDynamic
{
scope = 2;
displayName = "Snow Random (Medium)";
icon = "\NIM_Weather\icons\snow2";
class eventHandlers
{
init = "[_this select 0,5,[3,9]] exec '\NIM_Weather\NIM_Snow.sqs'";
};
};
class NIM_SnowR3: NIM_WeatherDynamic
{
scope = 2;
displayName = "Snow Random (Heavy)";
icon = "\NIM_Weather\icons\snow2";
class eventHandlers
{
init = "[_this select 0,5,[9,15]] exec '\NIM_Weather\NIM_Snow.sqs'";
};
};
class NIM_SnowR4: NIM_WeatherDynamic
{
scope = 2;
displayName = "Snow Random (Heavy Snow & Blizzard)";
icon = "\NIM_Weather\icons\blizzard";
class eventHandlers
{
init = "[_this select 0,4,[13,16]] exec '\NIM_Weather\NIM_Snow.sqs'";
};
};
class NIM_Fog1: NIM_WeatherPreSet
{
scope = 2;
displayName = "Fog (Mild)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,1] exec '\NIM_Weather\NIM_Fog.sqs'";
};
};
class NIM_Fog2: NIM_WeatherPreSet
{
scope = 2;
displayName = "Fog (Medium)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,3] exec '\NIM_Weather\NIM_Fog.sqs'";
};
};
class NIM_Fog3: NIM_WeatherPreSet
{
scope = 2;
displayName = "Fog (Heavy)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,5] exec '\NIM_Weather\NIM_Fog.sqs'";
};
};
class NIM_Mist1: NIM_WeatherPreSet
{
scope = 2;
displayName = "Mist (Mild)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,1] exec '\NIM_Weather\NIM_FogMist.sqs'";
};
};
class NIM_Mist2: NIM_WeatherPreSet
{
scope = 2;
displayName = "Mist (Medium)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,3] exec '\NIM_Weather\NIM_FogMist.sqs'";
};
};
class NIM_Mist3: NIM_WeatherPreSet
{
scope = 2;
displayName = "Mist (Heavy)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,5] exec '\NIM_Weather\NIM_FogMist.sqs'";
};
};
class NIM_FogR1: NIM_WeatherDynamic
{
scope = 2;
displayName = "Random Fog (Mild)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,5,[0,2]] exec '\NIM_Weather\NIM_Fog.sqs'";
};
};
class NIM_FogR2: NIM_WeatherDynamic
{
scope = 2;
displayName = "Random Fog (Medium)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,5,[2,3]] exec '\NIM_Weather\NIM_Fog.sqs'";
};
};
class NIM_FogR3: NIM_WeatherDynamic
{
scope = 2;
displayName = "Random Fog (Heavy)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,5,[4,5]] exec '\NIM_Weather\NIM_Fog.sqs'";
};
};
class NIM_FullRandomWeather: NIM_WeatherDynamic
{
scope = 2;
displayName = "Random Weather Full (Weather,Clouds,Snow,Fog)";
icon = "\NIM_Weather\icons\thundersunny";
class eventHandlers
{
init = "[_this select 0,5,[0,5]] exec '\NIM_Weather\NIM_Fog.sqs'; [_this select 0,5,[0,5]] exec '\NIM_Weather\NIM_Snow.sqs'; [_this select 0,2,1,true,[11,[0,4]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [] exec '\NIM_Weather\NIM_ThunderLoop.sqs'";
};
};
class NIM_SeasonalWeatherWinter: NIM_Seasons
{
scope = 2;
displayName = "Winter";
icon = "\NIM_Weather\icons\winterseason";
class eventHandlers
{
init = "NIM_SeasonSnow = false; NIM_SeasonFog = false; NIM_SeasonBlizzard = false; NIM_Season = 0; [_this select 0,0,1,true,[8,[0,2]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; (_this select 0) exec '\NIM_Weather\NIM_SeasonalSetting.sqs'";
};
};
class NIM_SeasonalWeatherSpring: NIM_Seasons
{
scope = 2;
displayName = "Spring";
icon = "\NIM_Weather\icons\springseason";
class eventHandlers
{
init = "NIM_SeasonSnow = false; NIM_SeasonFog = false; NIM_SeasonBlizzard = false; NIM_Season = 1; [_this select 0,0,1,true,[5,[1,3]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; (_this select 0) exec '\NIM_Weather\NIM_SeasonalSetting.sqs'";
};
};
class NIM_SeasonalWeatherSummer: NIM_Seasons
{
scope = 2;
displayName = "Summer";
icon = "\NIM_Weather\icons\summerseason";
class eventHandlers
{
init = "NIM_SeasonSnow = false; NIM_SeasonFog = false; NIM_SeasonBlizzard = false; NIM_Season = 2; [_this select 0,0,1,true,[8,[0,4]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; (_this select 0) exec '\NIM_Weather\NIM_SeasonalSetting.sqs'";
};
};
class NIM_SeasonalWeatherAutumn: NIM_Seasons
{
scope = 2;
displayName = "Autumn";
icon = "\NIM_Weather\icons\autumseason";
class eventHandlers
{
init = "NIM_SeasonSnow = false; NIM_SeasonFog = false; NIM_SeasonBlizzard = false; NIM_Season = 3; [_this select 0,0,1,true,[8,[1,3]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; (_this select 0) exec '\NIM_Weather\NIM_SeasonalSetting.sqs'";
};
};
class NIM_Blizzard1: NIM_WeatherPreSet
{
scope = 2;
displayName = "Snow (Blizzard)";
icon = "\NIM_Weather\icons\blizzard2";
class eventHandlers
{
init = "[_this select 0,5] exec '\NIM_Weather\NIM_BlizzardServer.sqs'";
};
};
class NIM_Blizzard2: NIM_WeatherDynamic
{
scope = 2;
displayName = "Snow Random (Blizzard)";
icon = "\NIM_Weather\icons\blizzard2";
class eventHandlers
{
init = "[_this select 0,5,[0,5]] exec '\NIM_Weather\NIM_BlizzardServer.sqs'";
};
};
class NIM_SandStorm1: NIM_Desert
{
scope = 2;
displayName = "Sand Storm (Mild)";
class eventHandlers
{
init = "[_this select 0,1] exec '\NIM_Weather\NIM_SandStormServer.sqs'";
};
};
class NIM_SandStorm2: NIM_Desert
{
scope = 2;
displayName = "Sand Storm (Medium)";
class eventHandlers
{
init = "[_this select 0,3] exec '\NIM_Weather\NIM_SandStormServer.sqs'";
};
};
class NIM_SandStorm3: NIM_Desert
{
scope = 2;
displayName = "Sand Storm (Heavy)";
class eventHandlers
{
init = "[_this select 0,5] exec '\NIM_Weather\NIM_SandStormServer.sqs'";
};
};
class NIM_SandStormR1: NIM_Desert
{
scope = 2;
displayName = "Random Sand Storm (Full)";
class eventHandlers
{
init = "[_this select 0,2,[0,5]] exec '\NIM_Weather\NIM_SandStormServer.sqs'";
};
};
class NIM_SandWind: NIM_Desert
{
scope = 2;
displayName = "Sand Wind";
class eventHandlers
{
init = "[_this select 0,5] exec '\NIM_Weather\NIM_SandWind.sqs'";
};
};
class NIM_ForecastCloud: NIM_Forecast
{
scope = 2;
displayName = "Clouds & Weather";
icon = "\NIM_Weather\icons\cloudF";
class eventHandlers
{
init = "[_this select 0,5,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'";
};
};
class NIM_ForecastSnow: NIM_Forecast
{
scope = 2;
displayName = "Snow";
icon = "\NIM_Weather\icons\snowF";
class eventHandlers
{
init = "[_this select 0,0] exec '\NIM_Weather\NIM_Snow.sqs'";
};
};
class NIM_ForecastFog: NIM_Forecast
{
scope = 2;
displayName = "Fog";
icon = "\NIM_Weather\icons\fogF";
class eventHandlers
{
init = "[_this select 0,0] exec '\NIM_Weather\NIM_Fog.sqs'";
};
};
class Land_Fire;
class ThunderLight: Land_Fire
{
sound = "Fire";
vehicleClass = "Objects";
icon = "\Ca\misc\data\icons\i_H_CA.paa";
model = "\ca\misc\empty";
displayName = "Thunder Light";
accuracy = 0.2;
typicalCargo[] = {};
mapSize = 1.2;
cost = 0;
armor = 20;
class Smoke1
{
interval = 10;
cloudletDuration = 0.01;
cloudletAnimPeriod = 1;
cloudletSize = 0.00001;
cloudletAlpha = 0;
cloudletGrowUp = 0.000001;
cloudletFadeIn = 0;
cloudletFadeOut = 0.000001;
cloudletAccY = -0.1;
cloudletMinYSpeed = 0.000001;
cloudletMaxYSpeed = 0.000001;
cloudletShape = "ca\data\cl_basic";
cloudletColor[] = {0,0,0,0};
initT = 1000;
deltaT = 2147483647;
class Table
{
class T1
{
maxT = 0;
color[] = {0.8,0.8,0.8,0};
};
class T2
{
maxT = 900;
color[] = {0.3,0.3,0.3,0};
};
class T3
{
maxT = 1000;
color[] = {1,0.5,0,0};
};
};
density = 0.5;
size = 0.1;
initYSpeed = 1.7;
timeToLive = 100000002004087730000;
in = 0;
out = 0;
};
class Light
{
color[] = {1,1,1,1};
ambient[] = {1,1,1,1};
brightness = 10;
shape = "koulesvetlo";
size = 0.3;
position = "ohniste";
};
};
class ThunderLightPurple: ThunderLight
{
class Light
{
color[] = {0.83,0.64,0.82,1};
ambient[] = {0.83,0.64,0.82,1};
brightness = 15;
shape = "\ca\data\koulesvetlo";
size = 0.3;
position = "ohniste";
};
};
};
class CfgSounds
{
class ThunderClose
{
name = "Thunder Close";
sound[] =
{
"\NIM_Weather\Sound\ThunderClose.ogg",
100000,
1
};
titles[] =
{
0,
"$STRM_"
};
};
class ThunderFar
{
name = "Thunder Far";
sound[] =
{
"\NIM_Weather\Sound\ThunderFar.ogg",
100000,
1
};
titles[] =
{
0,
"$STRM_"
};
};
class blizzard
{
name = "Blizzard";
sound[] =
{
"\NIM_Weather\Sound\blizzard.ogg",
1,
1
};
titles[] =
{
0,
"$STRM_"
};
};
class blizzard_silent
{
name = "Blizzard";
sound[] =
{
"\NIM_Weather\Sound\blizzard.ogg",
0.1,
1
};
titles[] =
{
0,
"$STRM_"
};
};
};

Rubberkite
Nov 21 2009, 19:33
Hi, :)

I really Like this addon, I will test the config of Kju.

I ask you if is possible to set a radius also for sand storms and other effects

for example I want a sand wind or storm near cayo but not in all Island landscapes...

.... Cayo... THANK YOU CAA1 ;)

Hit_Sqd_Maximus
Nov 21 2009, 21:54
How difficult would it be to make this similar to a sound mod or the particle effects mod where it works on the client side in MP missions who have the mod installed? For example, missions with bad weather will use the NIM weather but only the players that have it installed will see it that way? That away missions won't have the addon dependency.

anfiach
Nov 22 2009, 16:57
Such a thing wouldn't make sense. In pvp it would be a disaster and no one would use it. In COOP it could be a disaster as well, why would you want to sit for 45 minutes waiting for the weather to clear on your transport pilot's screen while you have a crystal clear day?

Gabe_Ruckus
Nov 22 2009, 18:15
I think he means given that the addon is updated so hosts and clients weather effects would be in sync. I play a lot of small coop with family members out of state, dynamic weather would be a welcome addition.

Cossack8559
Dec 1 2009, 03:22
I have a problem, everytime i set the weather to rain and thunder... after about 2 minutes in the game it stops... it does this everytime i place it... is there no way to keep it raining?

Rommel
Dec 1 2009, 03:41
There are errors every where in the addon, I placed down each module and about 50% of them had errors show up on screen, however they were not easily reproducible, which means they were prone to external variables. Perhaps a variable didn't exist at the time of execution. Who knows.

JW Custom
Jan 21 2010, 16:55
Anybody having success getting snow?

I tried placing a Snow (Blizzard) game logic but nothing happens, i also tried the other Snow game logics but with same result.

Am i doing something wrong?

CaptainBravo
Jan 27 2010, 14:24
Has anyone had luck in getting this to work in MP??

I have desert wind in mission and works in SP but go MP nothing? even if everyone else has same addon.

It is a shame as it is a great addon but needs to be MP friendly.

Any solutions are highly appreciated by everyone on here I am sure :)

DragonBaron
Jan 27 2010, 21:15
Has anyone had luck in getting this to work in MP??

I have desert wind in mission and works in SP but go MP nothing? even if everyone else has same addon.

It is a shame as it is a great addon but needs to be MP friendly.

Any solutions are highly appreciated by everyone on here I am sure :)
Same problem here. NIM works fine in SP but not in MP. A solution would be fine.

Binkowski
Jan 27 2010, 21:27
Not sure what the solution is. I'm going to try to get in contact with Sentinel and resolve the issue.

Bushlurker
Jan 27 2010, 21:34
Domination has a weather system that seems to by and large successfully coordinate weather conditions across clients... I have no idea how it does that but someone who actually understands code might be able to gain a few ideas from that??
Just an idea...


B

DragonBaron
Jan 27 2010, 22:49
Not sure what the solution is. I'm going to try to get in contact with Sentinel and resolve the issue.
Thanks for your effort Binkowski.

luckyhendrix
Feb 14 2010, 16:40
Still no news it's sad it doesn't work anymore in MP.

CarlGustaffa
Feb 14 2010, 20:15
@<hidden>: Domination uses overcast only, not fog. That makes it much more easy to synchronize, and make it change over time properly. Reason is that you cannot change overcast and fog at the same time. Also rain is never synchronized, as each client does its own thing. For synchronized rain to happen, you'll need very short loops (especially for low rain) to reset the rain to the published value continuously. Wind is also not forced, meaning clients vary too much. Wind can be synchronized using setWind, but will never be 100% (loops also doesn't work), but with higher amounts of wind, the discrepancy isn't that obvious.

DarkSide Six
Mar 28 2010, 16:33
Is this gona get fixed any time soon cause this is sad work, wanted to get an over all blizzard effect for a winter map in MP but still doesnt work.

eosteric
Mar 28 2010, 23:09
Is there a way to get this mod in the SP campaign? Not just mission editor.

Or any other mods for some weather in the campaign?

Looking for "atmosphere" mods in general.

DarkSide Six
Apr 1 2010, 05:23
Here is a config that may work. Testing would be appreciated.


class CfgPatches
{
class NIM_Clouds
{
units[] =
{
"NIM_White1",
"NIM_White2",
"NIM_WhiteBig",
"WhiteSmallBig",
"NIM_WhiteGrey1",
"NIM_Rain",
"NIM_Thunder",
"NIM_RainThunder",
"NIM_RandomClear",
"NIM_RandomRain",
"NIM_RandomRainThunder",
"NIM_RandomFull",
"NIM_Snow1",
"NIM_Snow2",
"NIM_Snow3",
"NIM_Snow4",
"NIM_SnowR1",
"NIM_SnowR2",
"NIM_SnowR3",
"NIM_SnowR4",
"NIM_Fog1",
"NIM_Fog2",
"NIM_Fog3",
"NIM_FogR1",
"NIM_FogR2",
"NIM_FogR3",
"NIM_Blizzard1",
"NIM_Blizzard2",
"NIM_FullRandomWeather",
"ThunderLight",
"NIM_ForestLeafSmall",
"NIM_ForestLeafBig",
"NIM_SandStorm1",
"NIM_SandStorm2",
"NIM_SandStorm3",
"NIM_SandStormR1",
"NIM_SandWind"
};
weapons[] = {};
requiredVersion = 1.04;
requiredAddons[] = {"CAMisc3","CAWeapons"};
};
};
class CfgVehicleClasses
{
class NIM_Dynamic_Weather
{
displayName = "NIM Dynamic Weather";
};
class NIM_Pre_Set_Weather
{
displayName = "NIM Pre Set Weather";
};
class NIM_Forest_Leaves
{
displayName = "NIM Forest Leaves";
};
class NIM_Desert_Sand_Effects
{
displayName = "NIM Desert & Sand Effects";
};
class NIM_Forecasted_Weather
{
displayName = "NIM Forecasted Weather";
};
};
class SmallFire;
class CfgVehicles
{
class Logic;
class NIM_Seasons: Logic
{
scope = 0;
vehicleClass = "NIM_Dynamic_Weather";
};
class NIM_WeatherDynamic: Logic
{
scope = 0;
vehicleClass = "NIM_Dynamic_Weather";
};
class NIM_WeatherPreSet: Logic
{
scope = 0;
vehicleClass = "NIM_Pre_Set_Weather";
};
class NIM_ForestLeaf: Logic
{
scope = 0;
vehicleClass = "NIM_Forest_Leaves";
icon = "\NIM_Weather\icons\leaf";
};
class NIM_Desert: Logic
{
scope = 0;
vehicleClass = "NIM_Desert_Sand_Effects";
};
class NIM_Forecast: Logic
{
scope = 0;
vehicleClass = "NIM_Forecasted_Weather";
};
class NIM_FirestLeafSmall: NIM_ForestLeaf
{
scope = 2;
displayName = "Autumn Leaves (50m x 50m)";
class eventHandlers
{
init = "[_this select 0,0,50] exec '\NIM_Weather\NIM_ForestLeaf.sqs'";
};
};
class NIM_FirestLeafBig: NIM_ForestLeaf
{
scope = 2;
displayName = "Autumn Leaves (150m * 150m)";
class eventHandlers
{
init = "[_this select 0,0,150] exec '\NIM_Weather\NIM_ForestLeaf.sqs'";
};
};
class NIM_ForestLeafSmallGreen: NIM_ForestLeaf
{
scope = 2;
displayName = "Green Leaves (50m x 50m)";
class eventHandlers
{
init = "[_this select 0,1,50] exec '\NIM_Weather\NIM_ForestLeaf.sqs'";
};
};
class NIM_ForestLeafBigGreen: NIM_ForestLeaf
{
scope = 2;
displayName = "Green Leaves (150m * 150m)";
class eventHandlers
{
init = "[_this select 0,1,150] exec '\NIM_Weather\NIM_ForestLeaf.sqs'";
};
};
class NIM_White1: NIM_WeatherPreSet
{
scope = 2;
displayName = "White Clouds (1 layer)";
icon = "\NIM_Weather\icons\clouds2";
class eventHandlers
{
init = "[_this select 0,0,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'";
};
};
class NIM_White2: NIM_WeatherPreSet
{
scope = 2;
displayName = "White Clouds (2 layers)";
icon = "\NIM_Weather\icons\clouds2";
class eventHandlers
{
init = "[_this select 0,0,2,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'";
};
};
class NIM_WhiteBig: NIM_WeatherPreSet
{
scope = 2;
displayName = "White Clouds (Big)";
icon = "\NIM_Weather\icons\clouds2";
class eventHandlers
{
init = "[_this select 0,1,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'";
};
};
class NIM_WhiteSmallBig: NIM_WeatherPreSet
{
scope = 2;
displayName = "White Clouds (Small & Big)";
icon = "\NIM_Weather\icons\clouds2";
class eventHandlers
{
init = "[_this select 0,1,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0,0,1,false] exec '\NIM_Weather\NIM_CloudSystemSlave.sqs'";
};
};
class NIM_WhiteGrey1: NIM_WeatherPreSet
{
scope = 2;
displayName = "White & Grey Clouds (1 layer)";
icon = "\NIM_Weather\icons\clouds2";
class eventHandlers
{
init = "[_this select 0,0,1,false] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0,2,1,true] exec '\NIM_Weather\NIM_CloudSystemSlave.sqs'";
};
};
class NIM_WhiteGrey2: NIM_WeatherPreSet
{
scope = 2;
displayName = "White & Grey Clouds (2 layer)";
icon = "\NIM_Weather\icons\clouds2";
class eventHandlers
{
init = "[_this select 0,0,2,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0,2,2,false] exec '\NIM_Weather\NIM_CloudSystemSlave.sqs'";
};
};
class NIM_Rain: NIM_WeatherPreSet
{
scope = 2;
displayName = "Rain Clouds";
icon = "\NIM_Weather\icons\raincloud";
class eventHandlers
{
init = "[_this select 0,3,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0,2,1,false] exec '\NIM_Weather\NIM_CloudSystemSlave.sqs'";
};
};
class NIM_Thunder: NIM_WeatherPreSet
{
scope = 2;
displayName = "Thunder Clouds";
icon = "\NIM_Weather\icons\thunderclear";
class eventHandlers
{
init = "[_this select 0,4,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [] exec '\NIM_Weather\NIM_ThunderLoop.sqs'";
};
};
class NIM_RainThunder: NIM_WeatherPreSet
{
scope = 2;
displayName = "Thunder and Rain Clouds";
icon = "\NIM_Weather\icons\thunder";
class eventHandlers
{
init = "[_this select 0,4,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0,3,1,false] exec '\NIM_Weather\NIM_CloudSystemSlave.sqs'; [] exec '\NIM_Weather\NIM_ThunderLoop.sqs'";
};
};
class NIM_RandomClear: NIM_WeatherDynamic
{
scope = 2;
displayName = "Clouds Random (Clear)";
icon = "\NIM_Weather\icons\clouds2";
class eventHandlers
{
init = "[_this select 0,0,1,true,[5,[0,2]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'";
};
};
class NIM_RandomRain: NIM_WeatherDynamic
{
scope = 2;
displayName = "Clouds Random (Rain)";
icon = "\NIM_Weather\icons\sunrain";
class eventHandlers
{
init = "[_this select 0,3,1,true,[5,[1,3]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0] exec '\NIM_Weather\NIM_RainbowCheck.sqs'";
};
};
class NIM_RandomRainThunder: NIM_WeatherDynamic
{
scope = 2;
displayName = "Clouds Random (Rain and Thunder)";
icon = "\NIM_Weather\icons\thunder";
class eventHandlers
{
init = "[_this select 0,3,1,true,[5,[3,4]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [] exec '\NIM_Weather\NIM_ThunderLoop.sqs'";
};
};
class NIM_RandomFull: NIM_WeatherDynamic
{
scope = 2;
displayName = "Clouds Random (Full)";
icon = "\NIM_Weather\icons\thundersunny";
class eventHandlers
{
init = "[_this select 0,2,1,true,[5,[0,4]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [] exec '\NIM_Weather\NIM_ThunderLoop.sqs'; [_this select 0] exec '\NIM_Weather\NIM_RainbowCheck.sqs'";
};
};
class NIM_Snow1: NIM_WeatherPreSet
{
scope = 2;
displayName = "Snow (Mild)";
icon = "\NIM_Weather\icons\snow2";
class eventHandlers
{
init = "[_this select 0,3] exec '\NIM_Weather\NIM_Snow.sqs'";
};
};
class NIM_Snow2: NIM_WeatherPreSet
{
scope = 2;
displayName = "Snow (Medium)";
icon = "\NIM_Weather\icons\snow2";
class eventHandlers
{
init = "[_this select 0,9] exec '\NIM_Weather\NIM_Snow.sqs'";
};
};
class NIM_Snow3: NIM_WeatherPreSet
{
scope = 2;
displayName = "Snow (Heavy)";
icon = "\NIM_Weather\icons\snow2";
class eventHandlers
{
init = "[_this select 0,15] exec '\NIM_Weather\NIM_Snow.sqs'";
};
};
class NIM_SnowR1: NIM_WeatherDynamic
{
scope = 2;
displayName = "Snow Random (Mild)";
icon = "\NIM_Weather\icons\snow2";
class eventHandlers
{
init = "[_this select 0,5,[0,3]] exec '\NIM_Weather\NIM_Snow.sqs'";
};
};
class NIM_SnowR2: NIM_WeatherDynamic
{
scope = 2;
displayName = "Snow Random (Medium)";
icon = "\NIM_Weather\icons\snow2";
class eventHandlers
{
init = "[_this select 0,5,[3,9]] exec '\NIM_Weather\NIM_Snow.sqs'";
};
};
class NIM_SnowR3: NIM_WeatherDynamic
{
scope = 2;
displayName = "Snow Random (Heavy)";
icon = "\NIM_Weather\icons\snow2";
class eventHandlers
{
init = "[_this select 0,5,[9,15]] exec '\NIM_Weather\NIM_Snow.sqs'";
};
};
class NIM_SnowR4: NIM_WeatherDynamic
{
scope = 2;
displayName = "Snow Random (Heavy Snow & Blizzard)";
icon = "\NIM_Weather\icons\blizzard";
class eventHandlers
{
init = "[_this select 0,4,[13,16]] exec '\NIM_Weather\NIM_Snow.sqs'";
};
};
class NIM_Fog1: NIM_WeatherPreSet
{
scope = 2;
displayName = "Fog (Mild)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,1] exec '\NIM_Weather\NIM_Fog.sqs'";
};
};
class NIM_Fog2: NIM_WeatherPreSet
{
scope = 2;
displayName = "Fog (Medium)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,3] exec '\NIM_Weather\NIM_Fog.sqs'";
};
};
class NIM_Fog3: NIM_WeatherPreSet
{
scope = 2;
displayName = "Fog (Heavy)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,5] exec '\NIM_Weather\NIM_Fog.sqs'";
};
};
class NIM_Mist1: NIM_WeatherPreSet
{
scope = 2;
displayName = "Mist (Mild)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,1] exec '\NIM_Weather\NIM_FogMist.sqs'";
};
};
class NIM_Mist2: NIM_WeatherPreSet
{
scope = 2;
displayName = "Mist (Medium)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,3] exec '\NIM_Weather\NIM_FogMist.sqs'";
};
};
class NIM_Mist3: NIM_WeatherPreSet
{
scope = 2;
displayName = "Mist (Heavy)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,5] exec '\NIM_Weather\NIM_FogMist.sqs'";
};
};
class NIM_FogR1: NIM_WeatherDynamic
{
scope = 2;
displayName = "Random Fog (Mild)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,5,[0,2]] exec '\NIM_Weather\NIM_Fog.sqs'";
};
};
class NIM_FogR2: NIM_WeatherDynamic
{
scope = 2;
displayName = "Random Fog (Medium)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,5,[2,3]] exec '\NIM_Weather\NIM_Fog.sqs'";
};
};
class NIM_FogR3: NIM_WeatherDynamic
{
scope = 2;
displayName = "Random Fog (Heavy)";
icon = "\NIM_Weather\icons\fog";
class eventHandlers
{
init = "[_this select 0,5,[4,5]] exec '\NIM_Weather\NIM_Fog.sqs'";
};
};
class NIM_FullRandomWeather: NIM_WeatherDynamic
{
scope = 2;
displayName = "Random Weather Full (Weather,Clouds,Snow,Fog)";
icon = "\NIM_Weather\icons\thundersunny";
class eventHandlers
{
init = "[_this select 0,5,[0,5]] exec '\NIM_Weather\NIM_Fog.sqs'; [_this select 0,5,[0,5]] exec '\NIM_Weather\NIM_Snow.sqs'; [_this select 0,2,1,true,[11,[0,4]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [] exec '\NIM_Weather\NIM_ThunderLoop.sqs'";
};
};
class NIM_SeasonalWeatherWinter: NIM_Seasons
{
scope = 2;
displayName = "Winter";
icon = "\NIM_Weather\icons\winterseason";
class eventHandlers
{
init = "NIM_SeasonSnow = false; NIM_SeasonFog = false; NIM_SeasonBlizzard = false; NIM_Season = 0; [_this select 0,0,1,true,[8,[0,2]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; (_this select 0) exec '\NIM_Weather\NIM_SeasonalSetting.sqs'";
};
};
class NIM_SeasonalWeatherSpring: NIM_Seasons
{
scope = 2;
displayName = "Spring";
icon = "\NIM_Weather\icons\springseason";
class eventHandlers
{
init = "NIM_SeasonSnow = false; NIM_SeasonFog = false; NIM_SeasonBlizzard = false; NIM_Season = 1; [_this select 0,0,1,true,[5,[1,3]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; (_this select 0) exec '\NIM_Weather\NIM_SeasonalSetting.sqs'";
};
};
class NIM_SeasonalWeatherSummer: NIM_Seasons
{
scope = 2;
displayName = "Summer";
icon = "\NIM_Weather\icons\summerseason";
class eventHandlers
{
init = "NIM_SeasonSnow = false; NIM_SeasonFog = false; NIM_SeasonBlizzard = false; NIM_Season = 2; [_this select 0,0,1,true,[8,[0,4]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; (_this select 0) exec '\NIM_Weather\NIM_SeasonalSetting.sqs'";
};
};
class NIM_SeasonalWeatherAutumn: NIM_Seasons
{
scope = 2;
displayName = "Autumn";
icon = "\NIM_Weather\icons\autumseason";
class eventHandlers
{
init = "NIM_SeasonSnow = false; NIM_SeasonFog = false; NIM_SeasonBlizzard = false; NIM_Season = 3; [_this select 0,0,1,true,[8,[1,3]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; (_this select 0) exec '\NIM_Weather\NIM_SeasonalSetting.sqs'";
};
};
class NIM_Blizzard1: NIM_WeatherPreSet
{
scope = 2;
displayName = "Snow (Blizzard)";
icon = "\NIM_Weather\icons\blizzard2";
class eventHandlers
{
init = "[_this select 0,5] exec '\NIM_Weather\NIM_BlizzardServer.sqs'";
};
};
class NIM_Blizzard2: NIM_WeatherDynamic
{
scope = 2;
displayName = "Snow Random (Blizzard)";
icon = "\NIM_Weather\icons\blizzard2";
class eventHandlers
{
init = "[_this select 0,5,[0,5]] exec '\NIM_Weather\NIM_BlizzardServer.sqs'";
};
};
class NIM_SandStorm1: NIM_Desert
{
scope = 2;
displayName = "Sand Storm (Mild)";
class eventHandlers
{
init = "[_this select 0,1] exec '\NIM_Weather\NIM_SandStormServer.sqs'";
};
};
class NIM_SandStorm2: NIM_Desert
{
scope = 2;
displayName = "Sand Storm (Medium)";
class eventHandlers
{
init = "[_this select 0,3] exec '\NIM_Weather\NIM_SandStormServer.sqs'";
};
};
class NIM_SandStorm3: NIM_Desert
{
scope = 2;
displayName = "Sand Storm (Heavy)";
class eventHandlers
{
init = "[_this select 0,5] exec '\NIM_Weather\NIM_SandStormServer.sqs'";
};
};
class NIM_SandStormR1: NIM_Desert
{
scope = 2;
displayName = "Random Sand Storm (Full)";
class eventHandlers
{
init = "[_this select 0,2,[0,5]] exec '\NIM_Weather\NIM_SandStormServer.sqs'";
};
};
class NIM_SandWind: NIM_Desert
{
scope = 2;
displayName = "Sand Wind";
class eventHandlers
{
init = "[_this select 0,5] exec '\NIM_Weather\NIM_SandWind.sqs'";
};
};
class NIM_ForecastCloud: NIM_Forecast
{
scope = 2;
displayName = "Clouds & Weather";
icon = "\NIM_Weather\icons\cloudF";
class eventHandlers
{
init = "[_this select 0,5,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'";
};
};
class NIM_ForecastSnow: NIM_Forecast
{
scope = 2;
displayName = "Snow";
icon = "\NIM_Weather\icons\snowF";
class eventHandlers
{
init = "[_this select 0,0] exec '\NIM_Weather\NIM_Snow.sqs'";
};
};
class NIM_ForecastFog: NIM_Forecast
{
scope = 2;
displayName = "Fog";
icon = "\NIM_Weather\icons\fogF";
class eventHandlers
{
init = "[_this select 0,0] exec '\NIM_Weather\NIM_Fog.sqs'";
};
};
class Land_Fire;
class ThunderLight: Land_Fire
{
sound = "Fire";
vehicleClass = "Objects";
icon = "\Ca\misc\data\icons\i_H_CA.paa";
model = "\ca\misc\empty";
displayName = "Thunder Light";
accuracy = 0.2;
typicalCargo[] = {};
mapSize = 1.2;
cost = 0;
armor = 20;
class Smoke1
{
interval = 10;
cloudletDuration = 0.01;
cloudletAnimPeriod = 1;
cloudletSize = 0.00001;
cloudletAlpha = 0;
cloudletGrowUp = 0.000001;
cloudletFadeIn = 0;
cloudletFadeOut = 0.000001;
cloudletAccY = -0.1;
cloudletMinYSpeed = 0.000001;
cloudletMaxYSpeed = 0.000001;
cloudletShape = "ca\data\cl_basic";
cloudletColor[] = {0,0,0,0};
initT = 1000;
deltaT = 2147483647;
class Table
{
class T1
{
maxT = 0;
color[] = {0.8,0.8,0.8,0};
};
class T2
{
maxT = 900;
color[] = {0.3,0.3,0.3,0};
};
class T3
{
maxT = 1000;
color[] = {1,0.5,0,0};
};
};
density = 0.5;
size = 0.1;
initYSpeed = 1.7;
timeToLive = 100000002004087730000;
in = 0;
out = 0;
};
class Light
{
color[] = {1,1,1,1};
ambient[] = {1,1,1,1};
brightness = 10;
shape = "koulesvetlo";
size = 0.3;
position = "ohniste";
};
};
class ThunderLightPurple: ThunderLight
{
class Light
{
color[] = {0.83,0.64,0.82,1};
ambient[] = {0.83,0.64,0.82,1};
brightness = 15;
shape = "\ca\data\koulesvetlo";
size = 0.3;
position = "ohniste";
};
};
};
class CfgSounds
{
class ThunderClose
{
name = "Thunder Close";
sound[] =
{
"\NIM_Weather\Sound\ThunderClose.ogg",
100000,
1
};
titles[] =
{
0,
"$STRM_"
};
};
class ThunderFar
{
name = "Thunder Far";
sound[] =
{
"\NIM_Weather\Sound\ThunderFar.ogg",
100000,
1
};
titles[] =
{
0,
"$STRM_"
};
};
class blizzard
{
name = "Blizzard";
sound[] =
{
"\NIM_Weather\Sound\blizzard.ogg",
1,
1
};
titles[] =
{
0,
"$STRM_"
};
};
class blizzard_silent
{
name = "Blizzard";
sound[] =
{
"\NIM_Weather\Sound\blizzard.ogg",
0.1,
1
};
titles[] =
{
0,
"$STRM_"
};
};
};



Did you ever manage to get this to work Kju.

Darkhorse 1-6
Apr 1 2010, 09:12
Kju left the BIS Forums a while back. He asked that his account be closed etc.
It's possible he is still hanging around but your best bet is probably DevHeaven.

DarkSide Six
Apr 1 2010, 14:57
Kju left the BIS Forums a while back. He asked that his account be closed etc.
It's possible he is still hanging around but your best bet is probably DevHeaven.


Thanks for that info.

Dead3yez
Sep 11 2010, 08:34
I came here looking for a multiplayer solution too. I found one myself (for the snow at least).

taking this from the config posted above:

init = "[_this select 0,9] exec '\NIM_Weather\NIM_Snow.sqs'";

then converting it in a trigger to (this/that/[] it doesn't matter), as long as it's not a local variable:

[this,9] exec "\NIM_Weather\NIM_Snow.sqs"


you will get a small script error, but nothing game breaking.
:yay: snow

fosfap
Apr 1 2011, 14:35
I have placed thunder clouds & the lightning effects (or thunder Nim object!) & am getting this error when tryin to 'preview' in editor - No entry config/cfgvehicles/thunderlight.effects - so im not getting the lightning effects but im getting the thunder sound only, any know what this means?

Nosedive
Jun 26 2011, 21:09
Yeah I've had that issue from day-one. This reply is too late to help that guy, but still, for anyone wondering. Also I would be curious if anyone has lightning effects working?

rexehuk
Jun 26 2011, 21:31
This needs converting to SQF really. Was quite a good addon back in the day.

wszystko_zielone
Jan 13 2012, 17:35
I use script NIM_Snow.sqs in my mission and use this command :[this,25] exec "NIM_Snow.sqs" . I have question can i add more snow and howto change vievdistance ?

malkekoen
Mar 1 2012, 07:38
Is there any way to include this in a mission as a script, to avoid having users have to download and install this as an addon?

It is really remarkable, gives the best weather effects I've seen.

Dwarden
Mar 1 2012, 09:49
i did that for ARMA 1 version of NIM weathr unfortunately all the work was lost with my gaming raid...
also while this weather was excellent it was really extremely performance unfriendly
and i remember i rewrote many parts to be lighter on CPU usage
(technically using it in MP with some sync caused server FPS to go 1/3 w/o optimizing,
which was really bad as all other scripts already caused 1/2 perf hit)

there are 2 newer weather scripts nows available (one for SP one for SP&MP) ...
i think the best would be look on the MP one and then add to it what's missing from this one

especially for MP the correctly optimized script and framework is crucial part

Fabio_Chavez
Apr 17 2013, 22:57
http://youtu.be/6kLe3I6-m7c

http://cloud-2.steampowered.com/ugc/578986940871290127/D8C1C3F13A10AE187254456110E0C8330EB02E35/

Fabio_Chavez
Apr 18 2013, 07:58
question: how can i alter the diameter of the sand wind effect, to reduce its size?

nevermind