gavc 28 Posted February 16, 2015 So i'm having trouble with my MP mission and it's weather... I manually set the weather in the editor to about 40% overcast with really heavy fog. It's set to change to light fog in about 2 hours time as the sun comes up. I've this run in the init.sqf skiptime (((Start_time) - daytime + 24) % 24); simulWeatherSync; The mission loads in, dark murky fog as expected, but as the mission finishes initialising it brightens up and the fog levels are now much lower. Can someone please explain where i'm going wrong? I don't really understand why i'm skipping time (just been advised that this is necessary) Do i have to script the weather opposed ot use the editor? hastebin link to init.sqf As you may be able to tell a lot of this code is borrowed from other peoples missions and friends help. I understand what each element does, but maybe not the order it should be used in. Adding the ability to sync up with JIP players would be an advantage but not entirely necessary. Gav Share this post Link to post Share on other sites
R3vo 2654 Posted February 16, 2015 (edited) So i'm having trouble with my MP mission and it's weather... I manually set the weather in the editor to about 40% overcast with really heavy fog. It's set to change to light fog in about 2 hours time as the sun comes up. I've this run in the init.sqf skiptime (((Start_time) - daytime + 24) % 24); simulWeatherSync; The mission loads in, dark murky fog as expected, but as the mission finishes initialising it brightens up and the fog levels are now much lower. Can someone please explain where i'm going wrong? I don't really understand why i'm skipping time (just been advised that this is necessary) Do i have to script the weather opposed ot use the editor? hastebin link to init.sqf As you may be able to tell a lot of this code is borrowed from other peoples missions and friends help. I understand what each element does, but maybe not the order it should be used in. Adding the ability to sync up with JIP players would be an advantage but not entirely necessary. Gav if(isServer && time>1) then { 0 setOvercast 0.4; 0 setFog 0.8; // or use 0 setFog [0.8, 0.025, 0] 7200 setFog 0.2; // 7200 setFog [0.2, 0.025, 0] }; You could try something like this. That always worked for me. To answer you're second questing, skipping time help to immediately change the weather. The command setOvercast slowly changes the overcast, even if the time in parameter is set to 0. Edited February 16, 2015 by R3vo Share this post Link to post Share on other sites
gavc 28 Posted February 16, 2015 Thanks, will test it now. Share this post Link to post Share on other sites
naizarak 4 Posted February 17, 2015 use forceweatherchange instead of simulsync Share this post Link to post Share on other sites
gavc 28 Posted February 17, 2015 thanks for this R3vo, works a treat. Gav Share this post Link to post Share on other sites
R3vo 2654 Posted February 17, 2015 thanks for this R3vo, works a treat.Gav I'm glad I could help Share this post Link to post Share on other sites