code34 248 Posted December 3, 2013 (edited) 1.2 release: - fix time bug - add starting weather & date parameter - synchronize JIP weather https://www.dropbox.com/s/z6p1iw3j1oifxks/real_weather_mission_1.2.Altis.zip Edited December 3, 2013 by code34 Share this post Link to post Share on other sites
Guest Posted December 3, 2013 Release frontpaged on the Armaholic homepage. Real Weather v1.2 =============================================== We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
prykpryk 11 Posted January 1, 2014 Sometimes fog returns negative value. It may screw up other scripts. Share this post Link to post Share on other sites
code34 248 Posted January 1, 2014 Sometimes fog returns negative value. It may screw up other scripts. what do you mean ? is it a problem with real weather or with BIS fog command ? :) Share this post Link to post Share on other sites
oktyabr 12 Posted January 2, 2014 hi, i don't think that snow is an avalaible BIS feature at the moment ;) No, but it might be closer than you think ;) Feedback tracker: http://feedback.arma3.com/view.php?id=16735 Share this post Link to post Share on other sites
code34 248 Posted January 25, 2014 lol, i think you will wait for a little bit more time. It's a VBS 3 feature, and at this time some VBS1 feature are still not in A3 ;) Share this post Link to post Share on other sites
oktyabr 12 Posted February 11, 2014 No not for BIS but can be made with Particle effect ;) , let me know i can help with that if the Height thing and sync is possible. yes it's possible, we can try it I'm working on a mission where this effect would be very cool to have. Did you guys ever hook up and see what could be done? I'm only now learning scripting (still haven't dug into particle effects yet but I've had a couple of browser tabs open for many days now) but would be happy to try and help anyway I could, considering my limited knowledge? Share this post Link to post Share on other sites
code34 248 Posted February 11, 2014 not yet. Particle effects is just a workaround not an official feature like in vbs. Share this post Link to post Share on other sites
oktyabr 12 Posted February 11, 2014 not yet. Particle effects is just a workaround not an official feature like in vbs. Heh! No, I have no illusions that the two could be confused. Just having snow falling from the sky, as suggested, per altitude (and maybe season & time of day), synced to your script, would be a unique and valuable addition to play with. Share this post Link to post Share on other sites
code34 248 Posted February 11, 2014 i had no feedback from Sealife since his last post about this subject. Share this post Link to post Share on other sites
God of Monkeys 14 Posted May 18, 2014 I have some problem, when I run it on local sever, it work very fine. But when I upload the mission to my team's dedicated server, It can't work. Do you have this problem? Share this post Link to post Share on other sites
code34 248 Posted August 26, 2014 nope, check the weather configuration of your mission and put all parameters on "manual". Share this post Link to post Share on other sites
KRiZZ 10 Posted December 25, 2014 I`ve noticed if you are using _skiptime function clouds are "jumping" looks a bit annoying for me. There is a simple solution to make it more smooth like: private ["_lastrain", "_rain", "_fog", "_mintime", "_maxtime", "_overcast", "_realtime", "_random", "_timeacc", "_startingdate", "_startingweather", "_timeforecast", "_timeratio", "_timesync", "_wind"]; // change _skiptime to _timeacc // we check the skiptime for 10 seconds //_timeratio = 0 //_skiptime = _timeratio * 0.000278 * 10; _timeacc =6; // see the ingame clock - 4 hours = 24 hours in game setTimeMultiplier _timeacc; and delete all lines with _skiptime function Share this post Link to post Share on other sites
code34 248 Posted December 26, 2014 hi krizz thank you for your feedback :-) i will check about it and if all work like expected introduce it in the Next release :-) Share this post Link to post Share on other sites
code34 248 Posted December 27, 2014 hi guys :) Just add the 1.3 version with the Krizz improvement, you can download it at this place: https://www.dropbox.com/s/467ldsuww16nvvt/real_weather_mission_1.3.altis.zip?dl=0 Share this post Link to post Share on other sites
Guest Posted January 2, 2015 Thanks for informing us of the updated release :cool: Release frontpaged on the Armaholic homepage. Real Weather v1.3 =============================================== We have also "connected" these pages to your account on Armaholic. This means soon you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
airfell 12 Posted January 5, 2015 Not sure if this is of any value to anyone, but for our mission I wanted random times, but a very low chance of night. in my init.sqf I have: month = floor(random 12) + 1; publicVariable "month"; diag_log format["Month is %1", month]; day = floor(random 28) + 1; publicVariable "day"; diag_log format["Day is %1", day]; _hours = [6,7,8,9,10,11,12,13,14,15,16,17,18]; hour = _hours call BIS_fnc_selectRandom; publicVariable "hour"; diag_log format["Hour is %1", hour]; and then in the real_weather.sqf I added: // Mission starting date is 25/09/2013 at 12:00 //adjusted to fit mission needs. Server chooses a random value then PV's it for everyone. _startingdate = [2013, month, day, hour, 00]; I will add however that its always overcast on mission start. Is this due to my changes, or its it always like that? I like the gloom, but its not as fun when its always so. Share this post Link to post Share on other sites
code34 248 Posted January 6, 2015 hi :) you should introduce your update directly in the real_weather.sqf to prevent the use of publicvariable for the overcast, do you try with "CLEAR" parameter ? // Mission starting weather "CLEAR|CLOUDY|RAIN"; _startingweather = "CLEAR"; Share this post Link to post Share on other sites
airfell 12 Posted January 6, 2015 Yeah, its "CLEAR" on start. Other than the random time and setting it to real time(how its shown in the commented portions) I haven't changed anything within the scripts. The weather is being used in a MP mission, I figured that the time values should be PV'd so all the clients have the same value as well. The randomizer only runs on the server in the (isDedicated) portion. I'm not pro by anymeans so I could be doing something wrong. Share this post Link to post Share on other sites
code34 248 Posted January 7, 2015 (edited) In fact, the server side script synchronised the time at x seconds interval for all clients. So you have only to set it on server side, and it will be synchonised. Do you check if all the weather settings in mission editor are on MANUAL ? :) Edited January 7, 2015 by code34 Share this post Link to post Share on other sites
airfell 12 Posted January 8, 2015 In fact, the server side script synchronised the time at x seconds interval for all clients. So you have only to set it on server side, and it will be synchonised.Do you check if all the weather settings in mission editor are on MANUAL ? :) I went back, yes, the settings are on manual, however the weather settings for overcast were at 85. Using the slider turns manual back to auto, but if you just type in a number, it doesn't disable manual. Hope my stupidity helps someone in the future :P I'll remove the PV's as well. Thankyou for the support code34. Share this post Link to post Share on other sites
code34 248 Posted January 8, 2015 you are welcome :) yes it s very important to set it to manual, i add a special mention in main thread yesterday about it. Share this post Link to post Share on other sites
domokun 515 Posted January 12, 2015 If I understand correctly, does this brilliant little mod works by script only? If so, is there any chance of a pbo version that auto-initialises? e.g. using CBA? Share this post Link to post Share on other sites
code34 248 Posted January 12, 2015 hi, currently, there is no plan to build it as addon :( Share this post Link to post Share on other sites
nanomien 15 Posted February 11, 2015 Ok, this may be a newbie error, but I have read through your descriptions and the whole thread here to make sure I did everything right. I tried your script and it is awesome! But when I change _startingweather to "CLOUDY" or "RAIN" it shows dark sky, and a faint sun with no clouds. But when I go to splendid camera the clouds appear and everything is normal. I disabled all mods, and tried with your example mission. I even put all weather parameters to manual. _startingweather at "CLEAR" works fine. Any advice? Thank you for your help:) Share this post Link to post Share on other sites