Hi,
For some time now I've been trying to get dynamic weather working on my namalsk 0.75 server.
I've removed these lines from the antihack
and set up my dynamic weather like this:
(not changed anything beyond this point)
I've tried turning off the AH but that didn't change a thing.
My compiles is calling the file no problemo
I've even tried to run it form the init.sqf but to no avail.
Anyone know where I went wrong here?
For some time now I've been trying to get dynamic weather working on my namalsk 0.75 server.
I've removed these lines from the antihack
Code:
drn_fnc_DynamicWeather_SetWeatherLocal = {};
if (isNil 'dayzSetOvercast') then {dayzSetOvercast = 0;};
if (!isNil 'dayzSetOvercast') then {0 setOvercast dayzSetOvercast;};
if (!isNil 'dayzSetViewDistance') then {setViewDistance dayzSetViewDistance;};
if (!isNil 'infiSTAR_SetDate') then {setDate infiSTAR_SetDate;};
and set up my dynamic weather like this:
Code:
private ["_initialFog", "_initialOvercast", "_initialRain","_initialSnow", "_initialWind", "_debug"];
private ["_minWeatherChangeTimeMin", "_maxWeatherChangeTimeMin", "_minTimeBetweenWeatherChangesMin", "_maxTimeBetweenWeatherChangesMin", "_rainIntervalRainProbability", "_snowIntervalSnowProbability", "_windChangeProbability"];
private ["_minimumFog", "_maximumFog", "_minimumOvercast", "_maximumOvercast", "_minimumRain", "_maximumRain", "_minimumSnow", "_maximumSnow", "_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 { _initialSnow = _this select 3; } else { _initialSnow = -1; };
if (count _this > 4) then { _initialWind = _this select 4; } else { _initialWind = [-1, -1]; };
if (count _this > 5) then { _debug = _this select 5; } 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 = 30;
// 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 = 0.5;
// 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 = 1;
// 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 = 0.8;
// 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 = 1;
// 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 = 0.8;
// When snow fall, snow intensity never falls below this value. Must be between 0 and 1 and less than or equal to _maximumSnow
// (0 = no snow, 1 = maximum snow intensity). (Suggested value: 0);
_minimumSnow = 0;
// When snow fall, snow intensity never exceeds this value. Must be between 0 and 1 and greater than or equal to _minimumSnow
// (0 = no snow, 1 = maximum snow intensity). (Suggested value: 0.8);
_maximumSnow = 0.3;
// 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 = 8;
// 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 = 30;
_snowIntervalSnowProbability = 10;
// 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;
I've tried turning off the AH but that didn't change a thing.
My compiles is calling the file no problemo
Code:
player_spawnCheck = compile preprocessFileLineNumbers "loot\player_spawnCheck.sqf";
building_spawnLoot = compile preprocessFileLineNumbers "loot\building_spawnLoot.sqf";
spawn_loot = compile preprocessFileLineNumbers "loot\spawn_loot.sqf";
player_useMeds = compile preprocessFileLineNumbers "custom\player_useMeds.sqf";
player_selectSlot = compile preprocessFileLineNumbers "custom\ui_selectSlot.sqf";
execVM "DynamicWeatherEffects.sqf";
I've even tried to run it form the init.sqf but to no avail.
Anyone know where I went wrong here?