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Author Topic: Editing the Weather Module  (Read 1784 times)

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Offline nominesine

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Editing the Weather Module
« on: 15 Mar 2010, 15:48:13 »
Is it possible to change the settings of the Weather Module to produce clouds at ground level? They would produce a very good mist.
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Offline kju

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Re: Editing the Weather Module
« Reply #1 on: 15 Mar 2010, 18:56:37 »
BIS_Cloud.sqs
http://pastebin.jonasscholz.de/694

BIS_CloudSystem.sqs
http://pastebin.jonasscholz.de/695

Sure why not.

That said the coding is pretty outdated and most likely far from optimized.
Therefore it drains a lot of FPS atm.

At least ACE1 had excellent ground mist scripts. You might wanna check these out instead.

Offline nominesine

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Re: Editing the Weather Module
« Reply #2 on: 15 Mar 2010, 19:26:05 »
I was hoping I could avoid the external mist script, by feeding a few parameters into the module's init line and spawn the clouds at ground level. Does anyone know if such parameters exists?
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Offline kju

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Re: Editing the Weather Module
« Reply #3 on: 15 Mar 2010, 19:54:19 »
You cannot pass it params. Looking at the script shows this too.  :whistle:

Code: [Select]
class BIS_clouds_Logic : Logic
{
displayName = $STR_clouds_module;
icon="\ca\ui\data\icon_weather_ca.paa";
picture="\ca\ui\data\icon_weather_ca.paa";
vehicleClass = "Modules";
class Eventhandlers
{
init = "_this exec '\ca\modules\Clouds\data\scripts\BIS_CloudSystem.sqs'";
};
};

BIS_CloudSystem.sqs calls BIS_Cloud.sqs in a loop

Code: [Select]
[((1000 * (_PosXc + _i)) + 500),((1000 * (_PosYc + _j)) + 500),(0 + _level*5000),0] exec "\CA\modules\Clouds\data\scripts\BIS_Cloud.sqs";
PS: It appears the tutorial missions have a bit improved version,
that does at least add a delay in the loops.

Offline nominesine

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Re: Editing the Weather Module (SOLVED)
« Reply #4 on: 16 Mar 2010, 09:06:53 »
Thanks kju. If I run a modified version of BIS_cloudsystem I might be able to produce clouds at ground level? Any idea wich numbers I should start meddling with to spawn them at extremely low altitude? Is it _level*5000 I should fiddle with? This script is far too complicated for me, I'm afraid.

EDIT: I found this simple script in delaying the bear (paste into init.sqf to see it in action). That solves my problem for now...

Code: [Select]
[nil,nil,"per",rSPAWN,[],{
sleep 0.01;
"colorCorrections" ppEffectAdjust [1, 1, -0.002, [0.1, 0.05, 0.0, 0.02], [1.2, 1.0, 0.8, 0.666], [0.5, 0.5, 0.5, 0.0]]; "colorCorrections"

ppEffectCommit 0; "colorCorrections" ppEffectEnable true;
//light film grain
"filmGrain" ppEffectEnable true;
"filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false];
"filmGrain" ppEffectCommit 0;

_pos = position vehicle player;
_ps = "#particlesource" createVehicleLocal _pos; 
// _ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 7, 48], "", "Billboard", 1, 10, [0, 0, -6], [0, 0, 0], 1,

1.275, 1, 0.066, [4], [[1, 1, 1, 0], [1, 1, 1, 0.05], [1, 1, 1, 0]], [0], 1, 0, "", "", _obj];
_ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 13, 0], "", "Billboard", 1, 10, [0, 0, -6], [0, 0, 0], 1, 1.275, 1, 0,

[4], [[1, 1, 1, 0], [1, 1, 1, 0.04], [1, 1, 1, 0]], [1000], 1, 0, "", "", _obj];
_ps setParticleRandom [3, [40, 40, 0], [0, 0, 0], 2, 0.5, [0, 0, 0, 0.1], 0, 0];
_ps setParticleCircle [0.1, [0, 0, 0]];
_ps setDropInterval 0.01;


while {true} do {
waituntil {vehicle player == player};
_ps setpos position vehicle player;
sleep 1;
};
}
] call RE;
« Last Edit: 16 Mar 2010, 21:25:06 by nominesine »
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