look at your first post with the error.
your file name,is,wrong ..
weather/dynamicweather.sqf
your file name,is,wrong ..
weather/dynamicweather.sqf
player_temp_calculation = compile preprocessFileLineNumbers "fixes\fn_temperatur.sqf"; //Temperatur System //TeeChange
//fog, overcast, rain, snow, wind, debug
[0, 0, 0, 0, [0,0], false] execVM "fixes\system\DynamicWeatherEffects.sqf";
/*
Author: TeeTime
Does: Manages the body temperature of a Player
Possible Problems:
=> Balancing
Missing:
Save Functions
Should Effects Sum Up?
Math Functions for Water
Player Update GUI Colours need to be checked
Shivering Function need improvements
*/
private ["_warm_clothes","_cold_clothes","_snow_factor","_snowfall","_playerIsWarm","_playerIsCold","_difference","_isinvehicle","_isinbuilding","_daytime","_height_mod","_temp","_looptime","_vehicle_factor","_moving_factor","_fire_factor","_building_factor","_sun_factor","_water_factor","_rain_factor","_night_factor","_wind_factor","_raining","_sunrise","_fireplaces","_building"];
_looptime = _this;
//Factors are equal to win/loss of factor*basic value
//All Values can be seen as x of 100: 100 / x = minutes from min temperature to max temperature (without other effects)
/*
Warm Weather Variables Start
_vehicle_factor = 5;
_moving_factor = 4;
_fire_factor = 20; //Should be always: _rain_factor + _night_factor + _wind_factor OR higher !
_building_factor = 7;
_sun_factor = 3; //max sun factor linear over the day. highest value in the middle of the day
_water_factor = -12;
_rain_factor = -12; //6
_night_factor = -6; //4
_wind_factor = -6;
_stand_factor = -6; //4
_difference = 0;
//_hasfireffect = false;
_isinbuilding = false;
_isinvehicle = false;
_raining = if(rain > 0) then {true} else {false};
_sunrise = call world_sunRise;
Warm Weather Variables End
*/
/*
Cold Weather Start */
_vehicle_factor = 4;
_moving_factor = 3;
_fire_factor = 34; //Should be always: _snow_factor + _rain_factor + _night_factor + _wind_factor OR higher !
_building_factor = 6;
_sun_factor = 2; //max sun factor linear over the day. highest value in the middle of the day
_warm_clothes = 24;
_luke_clothes = 12;
_cold_clothes = 0;
_water_factor = -40;
_rain_factor = -16; //6
_snow_factor = -18;
_night_factor = -7; //4
_wind_factor = -7;
_stand_factor = -7; //4
_difference = 0;
//_hasfireffect = false;
_isinbuilding = false;
_isinvehicle = false;
if(isNil ("snow")) then {snow = 0};
_snowfall = if(snow > 0) then {true} else {false};
_raining = if(rain > 0) then {true} else {false};
_sunrise = call world_sunRise;
/*
Cold Weather End */
//POSITIV EFFECTS
//vehicle
if((vehicle player) != player) then {
_difference = _difference + _vehicle_factor;
_isinvehicle = true;
} else {
//speed factor
private["_vel","_speed"];
_vel = velocity player;
_speed = round((_vel distance [0,0,0]) * 3.6);
_difference = (_moving_factor * (_speed / 20)) min 7;
};
//fire
_fireplaces = nearestObjects [player, ["flamable_DZ","Land_Fire","Land_Campfire"], 8];
if(({inflamed _x} count _fireplaces) > 0 && !_isinvehicle ) then {
//Math: factor * 1 / (0.5*(distance max 1)^2) 0.5 = 12.5% of the factor effect in a distance o 4 meters
_difference = _difference + (_fire_factor /(0.5*((player distance (_fireplaces select 0)) max 1)^2));
//_hasfireffect = true;
};
//building
_building = nearestObject [player, "HouseBase"];
if(!isNull _building) then {
if([player,_building] call fnc_isInsideBuilding) then {
//Make sure thate Fire and Building Effect can only appear single Not used at the moment
//if(!_hasfireffect && _fire_factor > _building_factor) then {
_difference = _difference + _building_factor;
//};
_isinbuilding = true;
dayz_inside = true;
} else {
dayz_inside = false;
};
} else {
dayz_inside = false;
};
//sun
if(daytime > _sunrise && daytime < (24 - _sunrise) && !_raining && overcast <= 0.6 && !_isinbuilding) then {
/*Mathematic Basic
t = temperature effect
a = calcfactor
f = sunfactor
s = sunrise
d = daytime
I: a = f / (12 - s)
II: t = -a * (d - 12) + f
I + II =>
t = -(f / (12 - s)) * (d - 12) + f
Parabel with highest Point( greatest Effect == _sun_factor) always at 12.00
Zero Points are always at sunrise and sunset -> Only Positiv Values Possible
*/
_difference = _difference + (-((_sun_factor / (12 - _sunrise)^2)) * ((daytime - 12)^2) + _sun_factor);
};
_playerIsWarm = (typeOf player) in ["Sniper1_DZ","BanditW1_DZ","Bandit1_DZ","Survivor3_DZ","CZ_Soldier_DES_EP1","Ins_Soldier_Sniper"];
_playerIsLuke = (typeOf player) in ["Camo1_DZ","Soldier1_DZ","Rocket_DZ"];
_playerIsCold = (typeOf player) in [];
if (_playerIsWarm) then {
_difference = _difference + _warm_clothes;
};
if (_playerIsCold) then {
_difference = _difference + _cold_clothes;
};
if (_playerIsLuke) then {
_difference = _difference + _luke_clothes;
};
//NEGATIVE EFFECTS
//water
if(surfaceIsWater getPosATL player || dayz_isSwimming) then {
_difference = _difference + _water_factor;
};
//rain
if(_raining && !_isinvehicle && !_isinbuilding) then {
_difference = _difference + (rain * _rain_factor);
};
if(_snowfall && !_isinvehicle && !_isinbuilding) then {
_difference = _difference + (snow * _snow_factor);
};
//night
if((daytime < _sunrise || daytime > (24 - _sunrise)) && !_isinvehicle) then {
_daytime = if(daytime < 12) then {daytime + 24} else {daytime};
if(_isinbuilding) then {
_difference = _difference + ((((_night_factor * -1) / (_sunrise^2)) * ((_daytime - 24)^2) + _night_factor)) / 2;
} else {
_difference = _difference + (((_night_factor * -1) / (_sunrise^2)) * ((_daytime - 24)^2) + _night_factor);
};
};
//wind
if(((wind select 0) > 4 || (wind select 1) > 4) && !_isinvehicle && !_isinbuilding ) then {
_difference = _difference + _wind_factor;
};
/*
//height
if (!_isinvehicle && overcast >= 0.6) then {
_height_mod = ((getPosASL player select 2) / 100) / 2;
_difference = _difference - _height_mod;
};
*/
//height
if(!_isinvehicle && overcast >= 0.6) then {
_height_mod = ((getPosASL player select 2) / 100) * 4;
_difference = _difference - _height_mod;
};
//Standing cooldown.
if (!_isinvehicle && !_isinvehicle && !_isinbuilding) then {
_difference = _difference - _stand_factor;
};
//Calculate Change Value Basic Factor Looptime Correction Adjust Value to current used temperatur scala
_difference = _difference * SleepTemperatur / (60 / _looptime) * ((dayz_temperaturmax - dayz_temperaturmin) / 100);
//Change Temperatur Should be moved in a own Function to allow adding of Items which increase the Temp like "hot tea"
dayz_temperatur = (((dayz_temperatur + _difference) max dayz_temperaturmin) min dayz_temperaturmax);