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@graz
mind sharing your random function? ive taken the snow script removed some lines so it wouldn't interfer and placed it in the dynamic weather sqf in day_code however since theres no randomness to it it just runs all the time.
Does the snow require us to use heatpacks and warm clothing? I run it on chernarus so curious if i should add warm clothing.
Wow that's a great idea, I'll try put it up tomorrow, if not Saturday for sure.
Yeah I'll dish it up, it's nothing fancy but that means there's nothing complicated to break. I'll put in some lines for the Dynamic_Weather.sqf so it keeps it overcast when snow falls ect ect. I was going to remove overcast unless it was raining but I haven't got round to it yet!
That's exactly what I was gonna work on tonight. I figured I can link it to the overcast something like if overcast is > .3 then it will run the snow script.
I was working on isinbuilding portion of it last night so it won't snow inside.
Sounds like a bit of combining might work out here. I'm very unfamiliar with the actual snow script but instead of turning it off, I'm sure most players would prefer the snow to 'fall' 100m away or something like that, so it's still snowing when your inside but it's not actually snowing inside.
private ["_stormchance"];
//Allow players to settle in - 10 minutes
sleep 600;
While {true} do {
Snowstorm = False;
_stormchance = floor (random 100);
if (_stormchance >= 90) then {
//posibly later => Add light snow for transition
SnowStom = True;
};
publicVariable "Snowstorm";
//Wait 30 minutes to check again
sleep 1800;
Ok I think I got it! I'm gonna do some further testing to see how it works but I set my variables to start with snow on server start and it was working with a random light snow. Ill post how I got it working after some more testing
Ok I think I got it! I'm gonna do some further testing to see how it works but I set my variables to start with snow on server start and it was working with a random light snow. Ill post how I got it working after some more testing
//negative effects
_snow_factor=-20; //[I]Add snow variable[/I]
_water_factor=-50;//Cold water is cold!
_rain_factor =-10;//In Building, Hazmat & /or Vehicle : 0
_night_factor=-5;
_wind_factor =-3;//In Building or Vehicle : 0
// _chill_factor = 0; Future Variable
_difference= 0;
_hasfireffect= false;
_isinbuilding= false;
_isinvehicle= false;
_is_snowing = if (Snowstorm) then {_is_snowing = true} else {_is_snowing = false};
_raining= if(rain > 0) then {true} else {false};
_sunrise= call world_sunRise;
//NEGATIVE EFFECTS
//Snow
if (_is_snowing) then {
_difference = _difference + _snow_factor;
};
//You'll know it's in the right place if this is below:
//water
if(surfaceIsWater getPosATL player || dayz_isSwimming) then {
_difference = _difference + _water_factor;
};