roguetrooper 2 Posted February 16, 2014 Zeus can perform an immediate change of overcast. Why can't the command "0 setovercast x" do it any more? Since the Alpha setovercast is broken. Instead of tweaking textures and sounds, this should have a highest priority (it is really annoying!). Share this post Link to post Share on other sites
Bouben 3 Posted February 16, 2014 Zeus can perform an immediate change of overcast. Why can't the command "0 setovercast x" do it any more? Since the Alpha setovercast is broken. Instead of tweaking textures and sounds, this should have a highest priority (it is really annoying!). What is really annoying is your stupid whining about how graphics and audio engineers should do engine programmer's job. And who are you to say what should get the highest priority? I for one want the highest priority to be given to AI development but I cannot speak for other people in the community (something you apparently have no problem with at all). Share this post Link to post Share on other sites
twisted 128 Posted February 16, 2014 i think rogue trooper makes a fair point though. as a mission maker it is quite frustrating though maybe not the highest priority. Share this post Link to post Share on other sites
Niklas 1 Posted February 16, 2014 What is really annoying is your stupid whining about how graphics and audio engineers should do engine programmer's job.And who are you to say what should get the highest priority? I for one want the highest priority to be given to AI development but I cannot speak for other people in the community (something you apparently have no problem with at all). He has a point, you don't. Share this post Link to post Share on other sites
royaltyinexile 175 Posted February 16, 2014 I don't know if I understand your question/complaint entirely, but A3 introduced new clouds technology, which means you need to use updated commands to get the desired effects. While it's not exactly ideal, the recent changelog also includes some scripted functions which do a similar job. BIS_fnc_setOvercast And, yes, artists and sound designers aren't responsible for engine or scripting commands, so it's a bit of a false argument. Hope these help. :) Best, RiE Share this post Link to post Share on other sites
Bouben 3 Posted February 16, 2014 i think rogue trooper makes a fair point though. as a mission maker it is quite frustrating though maybe not the highest priority. The point is, it cannot be fixed by graphics and audio engineers. Got it? Anyway, no need to discuss this anymore in this thread. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted February 16, 2014 I don't know if I understand your question/complaint entirely, but A3 introduced new clouds technology, which means you need to use updated commands to get the desired effects. While it's not exactly ideal, the recent changelog also includes some scripted functions which do a similar job. And, yes, artists and sound designers aren't responsible for engine or scripting commands, so it's a bit of a false argument. Hope these help. :) Best, RiE ty mate Share this post Link to post Share on other sites
Gemini 359 Posted February 16, 2014 "BIS_fnc_setOvercast" Where can we find information about how to use this function, please ? Share this post Link to post Share on other sites
dna_uk 30 Posted February 16, 2014 Taken from BIS_fnc_setOvercast: 0 setovercast 0.5; 0 setovercast _overcast; skiptime 2; sleep 0.1; skiptime -2; sleep 0.1; simulWeatherSync; Share this post Link to post Share on other sites
Gemini 359 Posted February 16, 2014 I'm looking for information about how to use it, not what it does :) How can I call this BIS_fnc_setOvercast command ? Share this post Link to post Share on other sites
dna_uk 30 Posted February 16, 2014 /* Author: Karel Moricky Description: Instantly set weather conditions and share it across network. Must be executed in scheduled environment. Parameter(s): 0: NUMBER - overcast value in range 0 (sunny) to 1 (stormy) 1: BOOL - true for global execution Returns: BOOL - true if changes were applied, false if weather was already in the desired state */ Share this post Link to post Share on other sites
roguetrooper 2 Posted February 16, 2014 What is really annoying is your stupid whining about how graphics and audio engineers should do engine programmer's job.And who are you to say what should get the highest priority? I for one want the highest priority to be given to AI development but I cannot speak for other people in the community (something you apparently have no problem with at all). Didn't say anything about the highest priority over everything else. The overcast thing is something scripters have been complaining about since the alpha, so at least I speak for the thousands of scripters that have to deal with this issue for almost a year now. Btw, having arrogant brainfarters like you is even more annoying. Just don't read a thread you don't like or care about. For the rest, thanks for pointing at the overcast function. Share this post Link to post Share on other sites
Psychobastard 136 Posted February 16, 2014 (edited) The problem is that BIS_fnc_setOverCast is not a solution - it's a stupid work around for the broken setOverCast command. Compare it? ok! There is the way to change the wheater since OFP until Arma2/OA: 0 setOverCast 0.5; ...and here comes the "improved" A3 version: 0 setovercast 0.5; 0 setovercast _overcast; skiptime 2; sleep 0.1; skiptime -2; sleep 0.1; simulWeatherSync; *facepalm* @BIS: Please give a answer of the topics question. (cause that is the point) Please dont talk around the topic about some new clouds. We have clouds since OFP. The only new thing are some particle effects witch look like clouds combined with some old bugs. (look at the sky and turn around) regards Edited February 16, 2014 by [TcB]-Psycho- Share this post Link to post Share on other sites
moricky 211 Posted February 17, 2014 It's not a command, it's a function. 0.4 spawn BIS_fnc_setOvercast; This is temporary solution until proper engine command is implemented. Share this post Link to post Share on other sites
kremator 1065 Posted February 17, 2014 This is temporary solution until proper engine command is implemented. Make it so, Mr Riker! A smooth transition, syncd to all players, is the holy grail! Share this post Link to post Share on other sites