mugaben 10 Posted July 18, 2009 Hi guys. I really need to know how to make the moving weather, like in evolution maps for future map making and im sure im not the only one :rolleyes: Anyone of you guru's know how? I tried unpacking the evomap. There is a 3 triggers called rain and one fog. Also, 3 markers called rain and one fog. The markers are to show the players where the rain is moving, and the triggers is where the rain falls i guess.. So, i located a few scripts which i think has something to do with it. In data/Scripts in the unpacked mission. A "rain.sqf" and "fog.sqf". Also, "MainThread.sqf" and "MainThreadC.sqf" Rain: // weather system client for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { waitUntil {vehicle player in list rainy or vehicle player in list rainy2 or vehicle player in list rainy3}; 2 setRain 1.0; if ((speed vehicle player) > 100) then { 10 setOvercast 1.0; } else { if ((speed vehicle player) > 25) then { 20 setOvercast 1.0; } else { if ((speed vehicle player) < 25) then { 30 setOvercast 1.0; }; }; }; waitUntil {not (vehicle player in list rainy or vehicle player in list rainy2 or vehicle player in list rainy3)}; if ((speed vehicle player) > 100 or not alive player) then { 10 setOvercast 0.0; } else { if ((speed vehicle player) > 25) then { 20 setOvercast 0.0; } else { if ((speed vehicle player) < 25) then { 30 setOvercast 0.0; }; }; }; 2 setRain 0.0; sleep 1.0; }; Fog: // weather system for [{_loop=0}, {_loop<1}, {_loop=_loop}] do { 1 setFog 0.0; waitUntil {vehicle player in list foggy}; if ((speed vehicle player) > 100) then { 10 setFog 0.8; } else { if ((speed vehicle player) > 25) then { 20 setFog 0.8; } else { if ((speed vehicle player) < 25) then { 30 setFog 0.8; }; }; }; waitUntil {not (vehicle player in list foggy)}; _wait = 0; if ((speed vehicle player) > 100 or not alive player) then { _wait = 10; _wait setFog 0.0; } else { if ((speed vehicle player) > 25) then { _wait = 20; _wait setFog 0.0; } else { if ((speed vehicle player) < 25) then { _wait = 30; _wait setFog 0.0; }; }; }; sleep _wait; }; Mainthread _oldhour = param2; _fogmovetime = 900; // 15 mins BIS_EVO_NoHumanLeader = []; _EVO_Weath = { _fogmovetime=_fogmovetime-3; _randx = 0; _randy = (random 14279); if ((position rainy select 0) > 16753) then { rainy setpos [_randx,_randy,0]; }; if ((position rainy2 select 0) > 16753) then { rainy2 setpos [_randx,_randy,0]; }; if ((position rainy3 select 0) > 16753) then { rainy3 setpos [_randx,_randy,0]; }; if (_fogmovetime <= 0 and BIS_EVO_MissionProgress > 0) then { foggy setpos [random 12000,random 12000,0]; _fogmovetime = 900; }; rainy setpos [(position rainy select 0)+10,(position rainy select 1),0];"rainmark" setMarkerPos position rainy; rainy2 setpos [(position rainy2 select 0)+10,(position rainy2 select 1),0];"rainmark2" setMarkerPos position rainy2; rainy3 setpos [(position rainy3 select 0)+10,(position rainy3 select 1),0];"rainmark3" setMarkerPos position rainy3; foggy setpos [(position foggy select 0)+10,(position foggy select 1),0];"fogmark" setMarkerPos position foggy; }; MainthreadC _oldhour = date select 3; _tscore = 0; _rankmes = localize "STR_M04t82"; _currentprog = 0; BIS_EVO_CWeath = { "rainmarkt" setMarkerPosLocal getMarkerPos "rainmark"; "rainmarkt2" setMarkerPosLocal getMarkerPos "rainmark2"; "rainmarkt3" setMarkerPosLocal getMarkerPos "rainmark3"; "fogmarkt" setMarkerPosLocal getMarkerPos "fogmark"; }; I tried making the relevant markers and triggers and load the scripts in init file, by typing execVM "allthescripts.sqf" but got nothing. Just a bunch of markers in the side, not moving. No errors though. Any ideas? Share this post Link to post Share on other sites
Dwarden 1125 Posted July 18, 2009 check some of new Domination missions for ARMA 2 they use enhanced Killjoys weather ... which is exactly You look/ask for Share this post Link to post Share on other sites
mugaben 10 Posted July 18, 2009 Okay i'll do, thanks a bunch! ---------- Post added at 11:23 AM ---------- Previous post was at 11:07 AM ---------- Bahh, im to much of a noob. I just dont get it. :/ Share this post Link to post Share on other sites
Durka-Durka 10 Posted December 18, 2009 Sorry to revive this old thread, but I can't seem to find the weather info from Killjoy. Also, I'm looking in the Dom map and can't seem to find where the triggers are to set off the dynamic weather. Is there anyone out there able to help me out? Share this post Link to post Share on other sites
tuocs 10 Posted December 30, 2009 I made a post here for a guy on evo style weather. Everything you need to know is their. Share this post Link to post Share on other sites
BadgerDK 10 Posted January 29, 2011 I made a post here for a guy on evo style weather. Everything you need to know is their. where? :) Share this post Link to post Share on other sites
Kolmain 6 Posted January 29, 2011 Broken link points here :) http://forums.bistudio.com/showthread.php?t=69538 Share this post Link to post Share on other sites
BadgerDK 10 Posted January 29, 2011 Thank you, Sir :) Share this post Link to post Share on other sites