I really need to know how to make the moving weather, like in evolution maps for future map making and im sure im not the only one
Anyone of you guru's know how?
I tried unpacking the evomap.
There is a 3 triggers called rain and one fog. Also, 3 markers called rain and one fog.
The markers are to show the players where the rain is moving, and the triggers is where the rain falls i guess..
So, i located a few scripts which i think has something to do with it. In data/Scripts in the unpacked mission.
A "rain.sqf" and "fog.sqf". Also, "MainThread.sqf" and "MainThreadC.sqf"
Rain: Spoiler:
// weather system client
for [{_loop=0}, {_loop<1}, {_loop=_loop}] do
{
waitUntil {vehicle player in list rainy or vehicle player in list rainy2 or vehicle player in list rainy3};
2 setRain 1.0;
if ((speed vehicle player) > 100) then
{
10 setOvercast 1.0;
}
else
{
if ((speed vehicle player) > 25) then
{
20 setOvercast 1.0;
}
else
{
if ((speed vehicle player) < 25) then
{
30 setOvercast 1.0;
};
};
};
waitUntil {not (vehicle player in list rainy or vehicle player in list rainy2 or vehicle player in list rainy3)};
if ((speed vehicle player) > 100 or not alive player) then
{
10 setOvercast 0.0;
}
else
{
if ((speed vehicle player) > 25) then
{
20 setOvercast 0.0;
}
else
{
if ((speed vehicle player) < 25) then
{
30 setOvercast 0.0;
};
};
};
2 setRain 0.0;
sleep 1.0;
};
Fog: Spoiler:
// weather system
for [{_loop=0}, {_loop<1}, {_loop=_loop}] do
{
1 setFog 0.0;
waitUntil {vehicle player in list foggy};
if ((speed vehicle player) > 100) then
{
10 setFog 0.8;
}
else
{
if ((speed vehicle player) > 25) then
{
20 setFog 0.8;
}
else
{
if ((speed vehicle player) < 25) then
{
30 setFog 0.8;
};
};
};
waitUntil {not (vehicle player in list foggy)};
_wait = 0;
if ((speed vehicle player) > 100 or not alive player) then
{
_wait = 10;
_wait setFog 0.0;
}
else
{
if ((speed vehicle player) > 25) then
{
_wait = 20;
_wait setFog 0.0;
}
else
{
if ((speed vehicle player) < 25) then
{
_wait = 30;
_wait setFog 0.0;
};
};
};
sleep _wait;
};
Mainthread Spoiler:
_oldhour = param2;
_fogmovetime = 900; // 15 mins
BIS_EVO_NoHumanLeader = [];
_EVO_Weath =
{
_fogmovetime=_fogmovetime-3;
_randx = 0;
_randy = (random 14279);
if ((position rainy select 0) > 16753) then
{
rainy setpos [_randx,_randy,0];
};
if ((position rainy2 select 0) > 16753) then
{
rainy2 setpos [_randx,_randy,0];
};
if ((position rainy3 select 0) > 16753) then
{
rainy3 setpos [_randx,_randy,0];
};
if (_fogmovetime <= 0 and BIS_EVO_MissionProgress > 0) then
{
foggy setpos [random 12000,random 12000,0];
_fogmovetime = 900;
};
rainy setpos [(position rainy select 0)+10,(position rainy select 1),0];"rainmark" setMarkerPos position rainy;
rainy2 setpos [(position rainy2 select 0)+10,(position rainy2 select 1),0];"rainmark2" setMarkerPos position rainy2;
rainy3 setpos [(position rainy3 select 0)+10,(position rainy3 select 1),0];"rainmark3" setMarkerPos position rainy3;
foggy setpos [(position foggy select 0)+10,(position foggy select 1),0];"fogmark" setMarkerPos position foggy;
};
I tried making the relevant markers and triggers and load the scripts in init file, by typing execVM "allthescripts.sqf" but got nothing. Just a bunch of markers in the side, not moving. No errors though.
Sorry to revive this old thread, but I can't seem to find the weather info from Killjoy. Also, I'm looking in the Dom map and can't seem to find where the triggers are to set off the dynamic weather. Is there anyone out there able to help me out?