Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • Need help?

    Create a topic in the appropriate section
    Don't write everything in the chat!
  • Take a look at the marketplace

    There you can buy
    everything related to game servers
  • Don't want a ban?

    Please read our rules
    Don't disturb the order!
  • Sell or buy?

    Use services of the guarantor
    We will make your deal safe

Как убрать дождь с сервера совсем, сделать постоянно ясную погоду, и туман сделать только с 1000 метров?

Share this post


Link to post
Share on other sites

8 answers to this question

Recommended Posts

  • 0

Ну чтобы удалить дождь, следует удалить строчку из init.sqf:

 

execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";
 

Share this post


Link to post
Share on other sites







  • 0

Как убрать дождь с сервера совсем, сделать постоянно ясную погоду, и туман сделать только с 1000 метров?

Вечером постараюсь выложить скриптик, делающий ясную погоду постоянной

Share this post


Link to post
Share on other sites
  • 0

Вечером постараюсь выложить скриптик, делающий ясную погоду постоянной

есть в итоге скрипт? замучался воевать с туманом, хочу сделать постоянную видимость 1000-1100, через админку ставлю 2000 видимость, всё равно на 600 метров уже в тумане всё,  setViewDistance тоже работает не пойму как, выставил 1 - сайлент хил, поставил 1000, видимость 450...

Share this post


Link to post
Share on other sites
  • 0

есть в итоге скрипт? замучался воевать с туманом, хочу сделать постоянную видимость 1000-1100, через админку ставлю 2000 видимость, всё равно на 600 метров уже в тумане всё,  setViewDistance тоже работает не пойму как, выставил 1 - сайлент хил, поставил 1000, видимость 450...

Потому что дальность стоит 2000, а туман идет от dynamicWeather. Удали подключение и посмотри результат.

Share this post


Link to post
Share on other sites
  • 0

Потому что дальность стоит 2000, а туман идет от dynamicWeather. Удали подключение и посмотри результат.

попробую, а дождь при этом я тоже потеряю?

Share this post


Link to post
Share on other sites
  • 0

Я для примера сказал. После идите в конфиг файла и настраивайте.

Share this post


Link to post
Share on other sites
  • 0

Мои эфекты онли на ясную погоду и хорошая дальность прорисовки

 

 

/* DynamicWeatherEffects.sqf version 1.01 by Engima of Ostgota Ops
 * Description:
 *   Script that generates dynamic (random) weather. Works in single player, multiplayer (hosted and dedicated), and is JIP compatible.
 * Arguments:
 *   [_initialFog]: Optional. Fog when mission starts. Must be between 0 and 1 where 0 = no fog, 1 = maximum fog. -1 = random fog.
 *   [_initialOvercast]: Optional. Overcast when mission starts. Must be between 0 and 1 where 0 = no overcast, 1 = maximum overcast. -1 = random overcast.
 *   [_initialRain]: Optional. Rain when mission starts. Must be between 0 and 1 where 0 = no rain, 1 = maximum rain. -1 = random rain. (Overcast must be greater than or equal to 0.75).
 *   [_initialWind]: Optional. Wind when mission starts. Must be an array of form [x, z], where x is one wind strength vector and z is the other. x and z must be greater than or equal to 0. [-1, -1] = random wind.
 *   [_debug]: Optional. true if debug text is to be shown, otherwise false.
 */

private ["_initialFog", "_initialOvercast", "_initialRain", "_initialWind", "_debug"];
private ["_minWeatherChangeTimeMin", "_maxWeatherChangeTimeMin", "_minTimeBetweenWeatherChangesMin", "_maxTimeBetweenWeatherChangesMin", "_rainIntervalRainProbability", "_windChangeProbability"];
private ["_minimumFog", "_maximumFog", "_minimumOvercast", "_maximumOvercast", "_minimumRain", "_maximumRain", "_minimumWind", "_maximumWind", "_minRainIntervalTimeMin", "_maxRainIntervalTimeMin", "_forceRainToStopAfterOneRainInterval", "_maxWind"];

if (isNil "_this") then { _this = []; };
if (count _this > 0) then { _initialFog = _this select 0; } else { _initialFog = -1; };
if (count _this > 1) then { _initialOvercast = _this select 1; } else { _initialOvercast = -1; };
if (count _this > 2) then { _initialRain = _this select 2; } else { _initialRain = -1; };
if (count _this > 3) then { _initialWind = _this select 3; } else { _initialWind = [-1, -1]; };
if (count _this > 4) then { _debug = _this select 4; } else { _debug = false; };

///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// The following variables can be changed to tweak weather behaviour

// Minimum time in minutes for the weather (fog and overcast) to change. Must be greater than or equal to 1 and less than or equal to 
// _maxWeatherChangeTimeMin. When weather changes, it is fog OR overcast that changes, not both at the same time. (Suggested value: 10).
_minWeatherChangeTimeMin = 10;

// Maximum time in minutes for the weather (fog and overcast) to change. Must be greater than or equal to _minWeatherChangeTimeMin.
// (Suggested value: 20).
_maxWeatherChangeTimeMin = 20;

// Minimum time in minutes that weather (fog and overcast) stays constant between weather changes. Must be less than or equal to 0 and 
// greater than or equal to _minWeatherChangeTimeMin. (Suggested value: 5).
_minTimeBetweenWeatherChangesMin = 5;

// Maximum time in minutes that weather (fog and overcast) stays unchanged between weather changes. Must be greater than or equal to 
// _minWeatherChangeTimeMin. (Suggested value: 10).
_maxTimeBetweenWeatherChangesMin = 10;

// Fog intensity never falls below this value. Must be between 0 and 1 and less than or equal to _maximumFog
// (0 = no fog, 1 = pea soup). (Suggested value: 0).
_minimumFog = 0;

// Fog intensity never exceeds this value. Must be between 0 and 1 and greater than or equal to _minimumFog
// (0 = no fog, 1 = pea soup). (Suggested value: 0.8).
_maximumFog = 0;

// Overcast intensity never falls below this value. Must be between 0 and 1 and less than or equal to _maximumOvercast
// (0 = no overcast, 1 = maximum overcast). (Suggested value: 0).
_minimumOvercast = 0;

// Overcast intensity never exceeds this value. Must be between 0 and 1 and greater than or equal to _minimumOvercast
// (0 = no overcast, 1 = maximum overcast). (Suggested value: 1).
_maximumOvercast = 0;

// When raining, rain intensity never falls below this value. Must be between 0 and 1 and less than or equal to _maximumRain
// (0 = no rain, 1 = maximum rain intensity). (Suggested value: 0);
_minimumRain = 0;

// When raining, rain intensity never exceeds this value. Must be between 0 and 1 and greater than or equal to _minimumRain
// (0 = no rain, 1 = maximum rain intensity). (Suggested value: 0.8);
_maximumRain = 1;

// Wind vector strength never falls below this value. Must be greater or equal to 0 and less than or equal to _maximumWind.
// (Suggested value: 0);
_minimumWind = 0;

// Wind vector strength never exceeds this value. Must be greater or equal to 0 and greater than or equal to _minimumWind.
// (Suggested value: 8).
_maximumWind = 0;

// Probability in percent for wind to change when weather changes. If set to 0 then wind will never change. If set to 100 then rain will 
// change every time the weather (fog or overcast) start to change. (Suggested value: 25);
_windChangeProbability = 25;

// A "rain interval" is defined as "a time interval during which it may rain in any intensity (or it may not rain at all)". When overcast 
// goes above 0.75, a chain of rain intervals (defined below) is started. It cycles on until overcast falls below 0.75. At overcast 
// below 0.75 rain intervals never execute (thus it cannot rain).

// Probability in percent (0-100) for rain to start at every rain interval. Set this to 0 if you don't want rain at all. Set this to 100 
// if you want it to rain constantly when overcast is greater than 0.75. In short: if you think that it generally rains to often then 
// lower this value and vice versa. (Suggested value: 50).
_rainIntervalRainProbability = 50;

// Minimum time in minutes for rain intervals. Must be greater or equal to 0 and less than or equal to _maxRainIntervalTimeMin.
// (Suggested value: 0).
_minRainIntervalTimeMin = 0;

// Maximum time in minutes for rain intervals. Must be greater than or equal to _minRainIntervalTimeMin. (Suggested value:
// (_maxWeatherChangeTimeMin + _maxTimeBetweenWeatherChangesMin) / 2).
_maxRainIntervalTimeMin = (_maxWeatherChangeTimeMin + _maxTimeBetweenWeatherChangesMin) / 2;

// If set to true, then the rain is forced to stop after one rain interval during which it has rained (use this for example if you only want 
// small occational cloudbursts ). If set to false, then the rain may stop, but it may also just change intensity for an 
// immedeate new rain interval. (Suggested value: false).
_forceRainToStopAfterOneRainInterval = false;


///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Don't touch anything beneath this line

drn_DynamicWeather_DebugTextEventArgs = []; // Empty

"drn_DynamicWeather_DebugTextEventArgs" addPublicVariableEventHandler {
    drn_DynamicWeather_DebugTextEventArgs call drn_fnc_DynamicWeather_ShowDebugTextLocal;
};

/*
 * Summary: Shows debug text on local client.
 * Arguments:
 *   _text: Debug text.
 */
drn_fnc_DynamicWeather_ShowDebugTextLocal = {
    private ["_minutes", "_seconds"];
    
    if (!isNull player) then {
        player sideChat (_this select 0);
    };
    
    _minutes = floor (time / 60);
    _seconds = floor (time - (_minutes * 60));
    diag_log ((str _minutes + ":" + str _seconds) + " Debug: " + (_this select 0));
};

/*
 * Summary: Shows debug text on all clients.
 * Arguments:
 *   _text: Debug text.
 */
drn_fnc_DynamicWeather_ShowDebugTextAllClients = {
    drn_DynamicWeather_DebugTextEventArgs = _this;
    publicVariable "drn_DynamicWeather_DebugTextEventArgs";
    drn_DynamicWeather_DebugTextEventArgs call drn_fnc_DynamicWeather_ShowDebugTextLocal;
};

if (_debug) then {
    ["Starting script WeatherEffects.sqf..."] call drn_fnc_DynamicWeather_ShowDebugTextLocal;
};

drn_DynamicWeatherEventArgs = []; // [current overcast, current fog, current rain, current weather change ("OVERCAST", "FOG" or ""), target weather value, time until weather completion (in seconds), current wind x, current wind z]
drn_AskServerDynamicWeatherEventArgs = []; // []

drn_fnc_DynamicWeather_SetWeatherLocal = {
    private ["_currentOvercast", "_currentFog", "_currentRain", "_currentWeatherChange", "_targetWeatherValue", "_timeUntilCompletion", "_currentWindX", "_currentWindZ"];

    _currentOvercast = _this select 0;
    _currentFog = _this select 1;
    _currentRain = _this select 2;
    _currentWeatherChange = _this select 3;
    _targetWeatherValue = _this select 4;
    _timeUntilCompletion = _this select 5;
    _currentWindX = _this select 6;
    _currentWindZ = _this select 7;
    
    // Set current weather values
    0 setOvercast _currentOvercast;
    0 setFog _currentFog;
    drn_var_DynamicWeather_Rain = _currentRain;
    setWind [_currentWindX, _currentWindZ, true];
    
    // Set forecast
    if (_currentWeatherChange == "OVERCAST") then {
        _timeUntilCompletion setOvercast _targetWeatherValue;
    };
    if (_currentWeatherChange == "FOG") then {
        _timeUntilCompletion setFog _targetWeatherValue;
    };
};

if (!isServer) then {
    "drn_DynamicWeatherEventArgs" addPublicVariableEventHandler {
        drn_DynamicWeatherEventArgs call drn_fnc_DynamicWeather_SetWeatherLocal;
    };

    waitUntil {!isNil "drn_var_DynamicWeather_ServerInitialized"};
    
    drn_AskServerDynamicWeatherEventArgs = [true];
    publicVariable "drn_AskServerDynamicWeatherEventArgs";
};

if (isServer) then {
    drn_fnc_DynamicWeather_SetWeatherAllClients = {
        private ["_timeUntilCompletion", "_currentWeatherChange"];
        
        _timeUntilCompletion = drn_DynamicWeather_WeatherChangeCompletedTime - drn_DynamicWeather_WeatherChangeStartedTime;
        if (_timeUntilCompletion > 0) then {
            _currentWeatherChange = drn_DynamicWeather_CurrentWeatherChange;
        }
        else {
            _currentWeatherChange = "";
        };
        
        drn_DynamicWeatherEventArgs = [overcast, fog, drn_var_DynamicWeather_Rain, _currentWeatherChange, drn_DynamicWeather_WeatherTargetValue, _timeUntilCompletion, drn_DynamicWeather_WindX, drn_DynamicWeather_WindZ];
        publicVariable "drn_DynamicWeatherEventArgs";
        drn_DynamicWeatherEventArgs call drn_fnc_DynamicWeather_SetWeatherLocal;
    };
    
    "drn_AskServerDynamicWeatherEventArgs" addPublicVariableEventHandler {
        call drn_fnc_DynamicWeather_SetWeatherAllClients;
    };
    
    drn_DynamicWeather_CurrentWeatherChange = "";
    drn_DynamicWeather_WeatherTargetValue = 0;
    drn_DynamicWeather_WeatherChangeStartedTime = time;
    drn_DynamicWeather_WeatherChangeCompletedTime = time;
    drn_DynamicWeather_WindX = _initialWind select 0;
    drn_DynamicWeather_WindZ = _initialWind select 1;
    
    if (_initialFog == -1) then {
        _initialFog = (_minimumFog + random (_maximumFog - _minimumFog));
    }
    else {
        if (_initialFog < _minimumFog) then {
            _initialFog = _minimumFog;
        };
        if (_initialFog > _maximumFog) then {
            _initialFog = _maximumFog;
        };
    };
    
    0 setFog _initialFog;
    
    if (_initialOvercast == -1) then {
        _initialOvercast = (_minimumOvercast + random (_maximumOvercast - _minimumOvercast));
    }
    else {
        if (_initialOvercast < _minimumOvercast) then {
            _initialOvercast = _minimumOvercast;
        };
        if (_initialOvercast > _maximumOvercast) then {
            _initialOvercast = _maximumOvercast;
        };
    };
    
    0 setOvercast _initialOvercast;
    
    if (_initialOvercast >= 0.75) then {
        if (_initialRain == -1) then {
            _initialRain = (_minimumRain + random (_minimumRain - _minimumRain));
        }
        else {
            if (_initialRain < _minimumRain) then {
                _initialRain = _minimumRain;
            };
            if (_initialRain > _maximumRain) then {
                _initialRain = _maximumRain;
            };
        };
    }
    else {
        _initialRain = 0;
    };
    
    drn_var_DynamicWeather_Rain = _initialRain;
    0 setRain drn_var_DynamicWeather_Rain;
    
    _maxWind = _minimumWind + random (_maximumWind - _minimumWind);
    
    if (drn_DynamicWeather_WindX == -1) then {
        if (random 100 < 50) then {
            drn_DynamicWeather_WindX = -_minimumWind - random (_maxWind - _minimumWind);
        }
        else {
            drn_DynamicWeather_WindX = _minimumWind + random (_maxWind - _minimumWind);
        };
    };
    
    if (drn_DynamicWeather_WindZ == -1) then {
        if (random 100 < 50) then {
            drn_DynamicWeather_WindZ = -_minimumWind - random (_maxWind - _minimumWind);
        }
        else {
            drn_DynamicWeather_WindZ = _minimumWind + random (_maxWind - _minimumWind);
        };
    };
    
    setWind [drn_DynamicWeather_WindX, drn_DynamicWeather_WindZ, true];
    
    sleep 0.05;
    
    publicVariable "drn_var_DynamicWeather_Rain";
    drn_var_DynamicWeather_ServerInitialized = true;
    publicVariable "drn_var_DynamicWeather_ServerInitialized";
    
    // Start weather thread
    [_minWeatherChangeTimeMin, _maxWeatherChangeTimeMin, _minTimeBetweenWeatherChangesMin, _maxTimeBetweenWeatherChangesMin, _minimumFog, _maximumFog, _minimumOvercast, _maximumOvercast, _minimumWind, _maximumWind, _windChangeProbability, _debug] spawn {
        private ["_minWeatherChangeTimeMin", "_maxWeatherChangeTimeMin", "_minTimeBetweenWeatherChangesMin", "_maxTimeBetweenWeatherChangesMin", "_minimumFog", "_maximumFog", "_minimumOvercast", "_maximumOvercast", "_minimumWind", "_maximumWind", "_windChangeProbability", "_debug"];
        private ["_weatherType", "_fogLevel", "_overcastLevel", "_oldFogLevel", "_oldOvercastLevel", "_weatherChangeTimeSek"];
        
        _minWeatherChangeTimeMin = _this select 0;
        _maxWeatherChangeTimeMin = _this select 1;
        _minTimeBetweenWeatherChangesMin = _this select 2;
        _maxTimeBetweenWeatherChangesMin = _this select 3;
        _minimumFog = _this select 4;
        _maximumFog = _this select 5;
        _minimumOvercast = _this select 6;
        _maximumOvercast = _this select 7;
        _minimumWind = _this select 8;
        _maximumWind = _this select 9;
        _windChangeProbability = _this select 10;
        _debug = _this select 11;
        
        // Set initial fog level
        _fogLevel = 2;
        _overcastLevel = 2;
        
        while {true} do {
            // Sleep a while until next weather change
            sleep floor (_minTimeBetweenWeatherChangesMin * 60 + random ((_maxTimeBetweenWeatherChangesMin - _minTimeBetweenWeatherChangesMin) * 60));
            
            if (_minimumFog == _maximumFog && _minimumOvercast != _maximumOvercast) then {
                _weatherType = "OVERCAST";
            };
            if (_minimumFog != _maximumFog && _minimumOvercast == _maximumOvercast) then {
                _weatherType = "FOG";
            };
            if (_minimumFog != _maximumFog && _minimumOvercast != _maximumOvercast) then {
                
                // Select type of weather to change
                if ((random 100) < 50) then {
                    _weatherType = "OVERCAST";
                }
                else {
                    _weatherType = "FOG";
                };
            };
            
            // DEBUG
            //_weatherType = "OVERCAST";
            
            if (_weatherType == "FOG") then {
                
                drn_DynamicWeather_CurrentWeatherChange = "FOG";
                
                // Select a new fog level
                _oldFogLevel = _fogLevel;
                _fogLevel = floor ((random 100) / 25);
                
                while {_fogLevel == _oldFogLevel} do {
                    _fogLevel = floor ((random 100) / 25);
                };
                
                if (_fogLevel == 0) then {
                    drn_DynamicWeather_WeatherTargetValue = _minimumFog + (_maximumFog - _minimumFog) * random 0.05;
                };
                if (_fogLevel == 1) then {
                    drn_DynamicWeather_WeatherTargetValue = _minimumFog + (_maximumFog - _minimumFog) * (0.05 + random 0.2);
                };
                if (_fogLevel == 2) then {
                    drn_DynamicWeather_WeatherTargetValue = _minimumFog + (_maximumFog - _minimumFog) * (0.25 + random 0.3);
                };
                if (_fogLevel == 3) then {
                    drn_DynamicWeather_WeatherTargetValue = _minimumFog + (_maximumFog - _minimumFog) * (0.55 + random 0.45);
                };
                
                drn_DynamicWeather_WeatherChangeStartedTime = time;
                _weatherChangeTimeSek = _minWeatherChangeTimeMin * 60 + random ((_maxWeatherChangeTimeMin - _minWeatherChangeTimeMin) * 60);
                drn_DynamicWeather_WeatherChangeCompletedTime = time + _weatherChangeTimeSek;
                
                if (_debug) then {
                    ["Weather forecast: Fog " + str drn_DynamicWeather_WeatherTargetValue + " in " + str round (_weatherChangeTimeSek / 60) + " minutes."] call drn_fnc_DynamicWeather_ShowDebugTextAllClients;
                };
            };
            
            if (_weatherType == "OVERCAST") then {
                
                drn_DynamicWeather_CurrentWeatherChange = "OVERCAST";
                
                // Select a new overcast level
                _oldOvercastLevel = _overcastLevel;
                //_overcastLevel = floor ((random 100) / 25);
                _overcastLevel = 3;
                
                while {_overcastLevel == _oldOvercastLevel} do {
                    _overcastLevel = floor ((random 100) / 25);
                };
                
                if (_overcastLevel == 0) then {
                    drn_DynamicWeather_WeatherTargetValue = _minimumOvercast + (_maximumOvercast - _minimumOvercast) * random 0.05;
                };
                if (_overcastLevel == 1) then {
                    drn_DynamicWeather_WeatherTargetValue = _minimumOvercast + (_maximumOvercast - _minimumOvercast) * (0.05 + random 0.3);
                };
                if (_overcastLevel == 2) then {
                    drn_DynamicWeather_WeatherTargetValue = _minimumOvercast + (_maximumOvercast - _minimumOvercast) * (0.35 + random 0.35);
                };
                if (_overcastLevel == 3) then {
                    drn_DynamicWeather_WeatherTargetValue = _minimumOvercast + (_maximumOvercast - _minimumOvercast) * (0.7 + random 0.3);
                };
                
                // DEBUG
                /*
                if (overcast > 0.8) then {
                    drn_DynamicWeather_WeatherTargetValue = 0.5;
                }
                else {
                    drn_DynamicWeather_WeatherTargetValue = 0.85;
                };
                */
                
                drn_DynamicWeather_WeatherChangeStartedTime = time;
                _weatherChangeTimeSek = _minWeatherChangeTimeMin * 60 + random ((_maxWeatherChangeTimeMin - _minWeatherChangeTimeMin) * 60);
                drn_DynamicWeather_WeatherChangeCompletedTime = time + _weatherChangeTimeSek;
                
                if (_debug) then {
                    ["Weather forecast: Overcast " + str drn_DynamicWeather_WeatherTargetValue + " in " + str round (_weatherChangeTimeSek / 60) + " minutes."] call drn_fnc_DynamicWeather_ShowDebugTextAllClients;
                };
            };
            
            // On average every one fourth of weather changes, change wind too
            if (random 100 < _windChangeProbability) then {
                private ["_maxWind"];
                
                _maxWind = _minimumWind + random (_maximumWind - _minimumWind);
                
                if (random 100 < 50) then {
                    drn_DynamicWeather_WindX = -_minimumWind - random (_maxWind - _minimumWind);
                }
                else {
                    drn_DynamicWeather_WindX = _minimumWind + random (_maxWind - _minimumWind);
                };
                if (random 100 < 50) then {
                    drn_DynamicWeather_WindZ = -_minimumWind - random (_maxWind - _minimumWind);
                }
                else {
                    drn_DynamicWeather_WindZ = _minimumWind + random (_maxWind - _minimumWind);
                };
                
                if (_debug) then {
                    ["Wind changes: [" + str drn_DynamicWeather_WindX + ", " + str drn_DynamicWeather_WindZ + "]."] call drn_fnc_DynamicWeather_ShowDebugTextAllClients;
                };
            };
            
            call drn_fnc_DynamicWeather_SetWeatherAllClients;
            
            sleep _weatherChangeTimeSek;
        };
    };
    
    // Start rain thread
    if (_rainIntervalRainProbability > 0) then {
        [_minimumRain, _maximumRain, _forceRainToStopAfterOneRainInterval, _minRainIntervalTimeMin, _maxRainIntervalTimeMin, _rainIntervalRainProbability, _debug] spawn {
            private ["_minimumRain", "_maximumRain", "_forceRainToStopAfterOneRainInterval", "_minRainIntervalTimeMin", "_maxRainIntervalTimeMin", "_rainIntervalRainProbability", "_debug"];
            private ["_nextRainEventTime", "_forceStop"];
            
            _minimumRain = _this select 0;
            _maximumRain = _this select 1;
            _forceRainToStopAfterOneRainInterval = _this select 2;
            _minRainIntervalTimeMin = _this select 3;
            _maxRainIntervalTimeMin = _this select 4;
            _rainIntervalRainProbability = _this select 5;
            _debug = _this select 6;
            
            if (rain > 0) then {
                drn_var_DynamicWeather_Rain = rain;
                publicVariable "drn_var_DynamicWeather_Rain";
            };
            
            _nextRainEventTime = time;
            _forceStop = false;
            
            while {true} do {
                
                if (overcast > 0.75) then {
                    
                    if (time >= _nextRainEventTime) then {
                        private ["_rainTimeSec"];
                        
                        // At every rain event time, start or stop rain with 50% probability
                        if (random 100 < _rainIntervalRainProbability && !_forceStop) then {
                            drn_var_DynamicWeather_rain = _minimumRain + random (_maximumRain - _minimumRain);
                            publicVariable "drn_var_DynamicWeather_rain";
                            
                            _forceStop = _forceRainToStopAfterOneRainInterval;
                        }
                        else {
                            drn_var_DynamicWeather_rain = 0;
                            publicVariable "drn_var_DynamicWeather_rain";
                            
                            _forceStop = false;
                        };
                        
                        // Pick a time for next rain change
                        _rainTimeSec = _minRainIntervalTimeMin * 60 + random ((_maxRainIntervalTimeMin - _minRainIntervalTimeMin) * 60);
                        _nextRainEventTime = time + _rainTimeSec;
                        
                        if (_debug) then {
                            ["Rain set to " + str drn_var_DynamicWeather_rain + " for " + str (_rainTimeSec / 60) + " minutes"] call drn_fnc_DynamicWeather_ShowDebugTextAllClients;
                        };
                    };
                }
                else {
                    if (drn_var_DynamicWeather_rain != 0) then {
                        drn_var_DynamicWeather_rain = 0;
                        publicVariable "drn_var_DynamicWeather_rain";
                        
                        if (_debug) then {
                            ["Rain stops due to low overcast."] call drn_fnc_DynamicWeather_ShowDebugTextAllClients;
                        };
                    };
                    
                    _nextRainEventTime = time;
                    _forceStop = false;
                };
                
                if (_debug) then {
                    sleep 1;
                }
                else {
                    sleep 10;
                };
            };
        };
    };
};

[_rainIntervalRainProbability, _debug] spawn {
    private ["_rainIntervalRainProbability", "_debug"];
    private ["_rain", "_rainPerSecond"];
    
    _rainIntervalRainProbability = _this select 0;
    _debug = _this select 1;
    
    if (_debug) then {
        _rainPerSecond = 0.2;
    }
    else {
        _rainPerSecond = 0.03;
    };
    
    if (_rainIntervalRainProbability > 0) then {
        _rain = drn_var_DynamicWeather_Rain;
    }
    else {
        _rain = 0;
    };
    
    0 setRain _rain;
    sleep 0.1;
    
    while {true} do {
        if (_rainIntervalRainProbability > 0) then {
            if (_rain < drn_var_DynamicWeather_Rain) then {
                _rain = _rain + _rainPerSecond;
                if (_rain > 1) then { _rain = 1; };
            };
            if (_rain > drn_var_DynamicWeather_Rain) then {
                _rain = _rain - _rainPerSecond;
                if (_rain < 0) then { _rain = 0; };
            };
        }
        else {
            _rain = 0;
        };
        
        3 setRain _rain;
        
        sleep 3;
    };
};

 

 

 

 

Edited by Dimitri (see edit history)

Share this post


Link to post
Share on other sites
  • 0

Я для примера сказал. После идите в конфиг файла и настраивайте.

спасибо за совет, попробую

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By ZigoFrend
      Кто может скинуть как настраивать погоду ?? А то как не зайду на сервер так туман один 
    • By KOTJlETA_B_TECTE
      Собственно, ситуация такая. Epoch 1.0.6.1, инфи с фиксом, но через админку не меняется погода просто ни в какую, банально ничего не происходит. 
      В чем может быть проблема?
    • By Miduznya
      Всем доброго fps
       
      причина:
      приобрел у криса ака антихак infiSTAR
      по факту: (стандартный античит epoch отключен полностью)
      1) - Когда на сервере стоит ночь, зайдя на сервер сперва показывается день, и через секунд 10-15 становится ночь.
      2) - без античита, не какого ожидания смены время нет.
      3) - В админке смена времени суток, так же происходит с задержкой 10-15 секунд.
      4) - Смена погоды вообще не работает.
       
      Примечание:
      а) Server arma2oa (лицензия)
      б) infiSTAR (релиз на дату обращения-лицензия)
      в) фильтры от infiSTAR не использую
      г) epoch mod 1.0.6.1
       
      Помогите пожалуйста, может кто уже разобрался с такой проблемой, если кто-то считает, что по данной теме решение вопроса сложное, и считает что любой труд должен оплачиваться, добро пожаловать в скайп или пишите в ЛС рассмотрю любые предложения!!!!
      Заранее спасибо.
    • By motocat
      Как изменить погоду, например убрать дождь. Подходящего гайда я не нашел, DynamicWeatherEffects.sqf у меня нет. На сервере стоит Single-Currency-4.0 они мне добавили много дополнительных настроек типа продажи с рюкзака, суицид и тд. возможно он мне и погоду с прорисовкой поменял, подскажите плс где мы мне его можно редактировать.
    • By KenToveR
      Как сделать, чтоб на сервере постоянно был туман 500 метров?
  • Our picks

×
×
  • Create New...

Important Information

By using this site, you automaticly agree to our Guidelines and Privacy Policy.
We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.