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Binkowski

NIM Dynamic Weather (ArmA2 Compatible!)

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Thanks for sharing your work..

Im having a problem, when I choose Rain and Thunders, in dynamic wheather or any other option, before the thunder come, I get a missing file (//ThunderLlight.efects//) error and I hear the sound of the thunder but there is no Light Effects...

Im using no mods, only beta 59210

Thanks a lot!

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Same here.. error thunder lighting effect.

rest of it is great tho.

Thank you.

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Is it possible to make a very windy weather. I'm not talking about rain or thunder but just dark sky with howling wind and trees bending and so on.

man i just found the coolest combination! if you have moderate mist and fog, as well as a dark grey cloud-layer and a medium snow, coupled with a heavy sand storm, and set the time of day to dawn, you get what looks and sounds like the aftermath of a nuclear strike!

I have to try this :D. I was planning to make a mission for P85 which would take place after a Soviet nuclear strike.

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Looks like there some more issues with the mod.

I had ArmaII shut down twice now in a blizzard on beginning.

selected dynamic weather with "heavy snow and blizzard".

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Thanks for sharing your work..

Im having a problem, when I choose Rain and Thunders, in dynamic wheather or any other option, before the thunder come, I get a missing file (//ThunderLlight.efects//) error and I hear the sound of the thunder but there is no Light Effects...

Im using no mods, only beta 59210

Thanks a lot!

Can confirm thaht too.

Sometimes the Game sound disappears completle after the (overdozed) thunder rumble sounds.

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I personally don't get the lightening error, but I don't get some of the effects either. Fog, rain etc works just fine, snow and sandstorms don't do anything?

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Ok I love this addon but I seem to have problem. I run a test mission on my LAN and saw that my fog was different in every machine. My main pc had a bit of mist in the distance, two other pc had heavy fog all around that killed visibility and the fourth had almost no fog at all.

Is it random for every pc that plays in the same mission? Because you can imagine how many problems that can cause "HEY on the left side machinegunner running down the hill" "what? Where it's too bloody foggy here!" "No it isn't!" "Yes! Yes it is Where are you?"

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Hey Master-gamawa. I suppose your problem is caused by different view distances on all clients, because amount of fog visible is related to view distance. I think the only solution would be to use a fixed view distance for all clients ..

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Ι have set all my pcs to the same graphics settings. All identical (apart from screen res because my main pc has a big monitor).

All graphics are set on the exact same config. View distance 4000, AA low, PP off and all the rest to High.

But the weather effects aren't synched and I don't know why. It has happened with rain too. My main pc was showing a storm and the other two... just a nice spring drizzle.

Oh, extra question. As I understand, the pcs on my LAN get their graphics settings from the "server" pc, right? If I set my server pc to view distance 3000 and terrain detail to normal, all the other pcs are going to follow that?

Or do I have to get those settings in some sort of config file in the mission folder? That was never clear to me.

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Is the weather and fog random? If so maybe the author forgot to synch it over MP?

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Yes... it's called random anyway... Random fog, random snow blizzard etc. I thought that meant that the effects are created randomly when the mission starts but are the same for everyone after that.

I swear that has happened with the original rain in the editor. Sometimes I set the weather to "suck" and everything is fine until I tell my friends "I can't see anything let's wait until the rain stops" and my friends usually respond with "rain? what rain?"

It's kind of annoying...

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Yes, to make a MP compatible weather one need to use global variables with fog, overcast and rain so all machines get the same values.

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Ok I don't want to fudge this thread up anymore. can you direct me to some sort of info about global variables and how to set those up?

pm me if you got it.

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I ment public variables, not global.. You have to rewrite the scripts, and then the bikeys will be wrong. But if you want to do it have a look at the scripting forum and on the biki :)

But in short; you need to have a server check (a gamelogic can work with a check if its there), then let only the server define the random values that will be used, after that you make the variables public so they will be broadcasted and used by the clients so the code use the same values on all machines.

http://community.bistudio.com/wiki/publicVariable

Im sorry, but I cant help you more now, + I dont know how the code looks in this addon so as I dont really know I might make a fool out of myself :P

Edited by andersson

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Me and Sentinel have spoken and have decided to rework some of the effects to maximize the possible effects for Arma2. (more details soon)

As for the fog issue, the main reason is due to the fact that this is not being hosted via a dedicated server. I’m pretty sure when me and Sentinel tested this, that the effects can only be shown/synced via a dedi server.

If your hosting a game with a friend, or via LAN, you will find that the effects will never be in sync or sometimes not show at all.

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Me and Sentinel have spoken and have decided

If your hosting a game with a friend, or via LAN, you will find that the effects will never be in sync or sometimes not show at all.

bummer...

ok I'll just used the clouds then.... :(

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Here is a config that may work. Testing would be appreciated.

class CfgPatches
{
class NIM_Clouds
{
	units[] =
	{
		"NIM_White1",
		"NIM_White2",
		"NIM_WhiteBig",
		"WhiteSmallBig",
		"NIM_WhiteGrey1",
		"NIM_Rain",
		"NIM_Thunder",
		"NIM_RainThunder",
		"NIM_RandomClear",
		"NIM_RandomRain",
		"NIM_RandomRainThunder",
		"NIM_RandomFull",
		"NIM_Snow1",
		"NIM_Snow2",
		"NIM_Snow3",
		"NIM_Snow4",
		"NIM_SnowR1",
		"NIM_SnowR2",
		"NIM_SnowR3",
		"NIM_SnowR4",
		"NIM_Fog1",
		"NIM_Fog2",
		"NIM_Fog3",
		"NIM_FogR1",
		"NIM_FogR2",
		"NIM_FogR3",
		"NIM_Blizzard1",
		"NIM_Blizzard2",
		"NIM_FullRandomWeather",
		"ThunderLight",
		"NIM_ForestLeafSmall",
		"NIM_ForestLeafBig",
		"NIM_SandStorm1",
		"NIM_SandStorm2",
		"NIM_SandStorm3",
		"NIM_SandStormR1",
		"NIM_SandWind"
	};
	weapons[] = {};
	requiredVersion = 1.04;
	requiredAddons[] = {"CAMisc3","CAWeapons"};
};
};
class CfgVehicleClasses
{
class NIM_Dynamic_Weather
{
	displayName = "NIM Dynamic Weather";
};
class NIM_Pre_Set_Weather
{
	displayName = "NIM Pre Set Weather";
};
class NIM_Forest_Leaves
{
	displayName = "NIM Forest Leaves";
};
class NIM_Desert_Sand_Effects
{
	displayName = "NIM Desert & Sand Effects";
};
class NIM_Forecasted_Weather
{
	displayName = "NIM Forecasted Weather";
};
};
class SmallFire;
class CfgVehicles
{
class Logic;
class NIM_Seasons: Logic
{
	scope = 0;
	vehicleClass = "NIM_Dynamic_Weather";
};
class NIM_WeatherDynamic: Logic
{
	scope = 0;
	vehicleClass = "NIM_Dynamic_Weather";
};
class NIM_WeatherPreSet: Logic
{
	scope = 0;
	vehicleClass = "NIM_Pre_Set_Weather";
};
class NIM_ForestLeaf: Logic
{
	scope = 0;
	vehicleClass = "NIM_Forest_Leaves";
	icon = "\NIM_Weather\icons\leaf";
};
class NIM_Desert: Logic
{
	scope = 0;
	vehicleClass = "NIM_Desert_Sand_Effects";
};
class NIM_Forecast: Logic
{
	scope = 0;
	vehicleClass = "NIM_Forecasted_Weather";
};
class NIM_FirestLeafSmall: NIM_ForestLeaf
{
	scope = 2;
	displayName = "Autumn Leaves (50m x 50m)";
	class eventHandlers
	{
		init = "[_this select 0,0,50] exec '\NIM_Weather\NIM_ForestLeaf.sqs'";
	};
};
class NIM_FirestLeafBig: NIM_ForestLeaf
{
	scope = 2;
	displayName = "Autumn Leaves (150m * 150m)";
	class eventHandlers
	{
		init = "[_this select 0,0,150] exec '\NIM_Weather\NIM_ForestLeaf.sqs'";
	};
};
class NIM_ForestLeafSmallGreen: NIM_ForestLeaf
{
	scope = 2;
	displayName = "Green Leaves (50m x 50m)";
	class eventHandlers
	{
		init = "[_this select 0,1,50] exec '\NIM_Weather\NIM_ForestLeaf.sqs'";
	};
};
class NIM_ForestLeafBigGreen: NIM_ForestLeaf
{
	scope = 2;
	displayName = "Green Leaves (150m * 150m)";
	class eventHandlers
	{
		init = "[_this select 0,1,150] exec '\NIM_Weather\NIM_ForestLeaf.sqs'";
	};
};
class NIM_White1: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "White Clouds (1 layer)";
	icon = "\NIM_Weather\icons\clouds2";
	class eventHandlers
	{
		init = "[_this select 0,0,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'";
	};
};
class NIM_White2: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "White Clouds (2 layers)";
	icon = "\NIM_Weather\icons\clouds2";
	class eventHandlers
	{
		init = "[_this select 0,0,2,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'";
	};
};
class NIM_WhiteBig: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "White Clouds (Big)";
	icon = "\NIM_Weather\icons\clouds2";
	class eventHandlers
	{
		init = "[_this select 0,1,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'";
	};
};
class NIM_WhiteSmallBig: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "White Clouds (Small & Big)";
	icon = "\NIM_Weather\icons\clouds2";
	class eventHandlers
	{
		init = "[_this select 0,1,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0,0,1,false] exec '\NIM_Weather\NIM_CloudSystemSlave.sqs'";
	};
};
class NIM_WhiteGrey1: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "White & Grey Clouds (1 layer)";
	icon = "\NIM_Weather\icons\clouds2";
	class eventHandlers
	{
		init = "[_this select 0,0,1,false] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0,2,1,true] exec '\NIM_Weather\NIM_CloudSystemSlave.sqs'";
	};
};
class NIM_WhiteGrey2: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "White & Grey Clouds (2 layer)";
	icon = "\NIM_Weather\icons\clouds2";
	class eventHandlers
	{
		init = "[_this select 0,0,2,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0,2,2,false] exec '\NIM_Weather\NIM_CloudSystemSlave.sqs'";
	};
};
class NIM_Rain: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "Rain Clouds";
	icon = "\NIM_Weather\icons\raincloud";
	class eventHandlers
	{
		init = "[_this select 0,3,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0,2,1,false] exec '\NIM_Weather\NIM_CloudSystemSlave.sqs'";
	};
};
class NIM_Thunder: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "Thunder Clouds";
	icon = "\NIM_Weather\icons\thunderclear";
	class eventHandlers
	{
		init = "[_this select 0,4,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [] exec '\NIM_Weather\NIM_ThunderLoop.sqs'";
	};
};
class NIM_RainThunder: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "Thunder and Rain Clouds";
	icon = "\NIM_Weather\icons\thunder";
	class eventHandlers
	{
		init = "[_this select 0,4,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0,3,1,false] exec '\NIM_Weather\NIM_CloudSystemSlave.sqs'; [] exec '\NIM_Weather\NIM_ThunderLoop.sqs'";
	};
};
class NIM_RandomClear: NIM_WeatherDynamic
{
	scope = 2;
	displayName = "Clouds Random (Clear)";
	icon = "\NIM_Weather\icons\clouds2";
	class eventHandlers
	{
		init = "[_this select 0,0,1,true,[5,[0,2]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'";
	};
};
class NIM_RandomRain: NIM_WeatherDynamic
{
	scope = 2;
	displayName = "Clouds Random (Rain)";
	icon = "\NIM_Weather\icons\sunrain";
	class eventHandlers
	{
		init = "[_this select 0,3,1,true,[5,[1,3]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [_this select 0] exec '\NIM_Weather\NIM_RainbowCheck.sqs'";
	};
};
class NIM_RandomRainThunder: NIM_WeatherDynamic
{
	scope = 2;
	displayName = "Clouds Random (Rain and Thunder)";
	icon = "\NIM_Weather\icons\thunder";
	class eventHandlers
	{
		init = "[_this select 0,3,1,true,[5,[3,4]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [] exec '\NIM_Weather\NIM_ThunderLoop.sqs'";
	};
};
class NIM_RandomFull: NIM_WeatherDynamic
{
	scope = 2;
	displayName = "Clouds Random (Full)";
	icon = "\NIM_Weather\icons\thundersunny";
	class eventHandlers
	{
		init = "[_this select 0,2,1,true,[5,[0,4]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [] exec '\NIM_Weather\NIM_ThunderLoop.sqs'; [_this select 0] exec '\NIM_Weather\NIM_RainbowCheck.sqs'";
	};
};
class NIM_Snow1: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "Snow (Mild)";
	icon = "\NIM_Weather\icons\snow2";
	class eventHandlers
	{
		init = "[_this select 0,3] exec '\NIM_Weather\NIM_Snow.sqs'";
	};
};
class NIM_Snow2: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "Snow (Medium)";
	icon = "\NIM_Weather\icons\snow2";
	class eventHandlers
	{
		init = "[_this select 0,9] exec '\NIM_Weather\NIM_Snow.sqs'";
	};
};
class NIM_Snow3: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "Snow (Heavy)";
	icon = "\NIM_Weather\icons\snow2";
	class eventHandlers
	{
		init = "[_this select 0,15] exec '\NIM_Weather\NIM_Snow.sqs'";
	};
};
class NIM_SnowR1: NIM_WeatherDynamic
{
	scope = 2;
	displayName = "Snow Random (Mild)";
	icon = "\NIM_Weather\icons\snow2";
	class eventHandlers
	{
		init = "[_this select 0,5,[0,3]] exec '\NIM_Weather\NIM_Snow.sqs'";
	};
};
class NIM_SnowR2: NIM_WeatherDynamic
{
	scope = 2;
	displayName = "Snow Random (Medium)";
	icon = "\NIM_Weather\icons\snow2";
	class eventHandlers
	{
		init = "[_this select 0,5,[3,9]] exec '\NIM_Weather\NIM_Snow.sqs'";
	};
};
class NIM_SnowR3: NIM_WeatherDynamic
{
	scope = 2;
	displayName = "Snow Random (Heavy)";
	icon = "\NIM_Weather\icons\snow2";
	class eventHandlers
	{
		init = "[_this select 0,5,[9,15]] exec '\NIM_Weather\NIM_Snow.sqs'";
	};
};
class NIM_SnowR4: NIM_WeatherDynamic
{
	scope = 2;
	displayName = "Snow Random (Heavy Snow & Blizzard)";
	icon = "\NIM_Weather\icons\blizzard";
	class eventHandlers
	{
		init = "[_this select 0,4,[13,16]] exec '\NIM_Weather\NIM_Snow.sqs'";
	};
};
class NIM_Fog1: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "Fog (Mild)";
	icon = "\NIM_Weather\icons\fog";
	class eventHandlers
	{
		init = "[_this select 0,1] exec '\NIM_Weather\NIM_Fog.sqs'";
	};
};
class NIM_Fog2: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "Fog (Medium)";
	icon = "\NIM_Weather\icons\fog";
	class eventHandlers
	{
		init = "[_this select 0,3] exec '\NIM_Weather\NIM_Fog.sqs'";
	};
};
class NIM_Fog3: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "Fog (Heavy)";
	icon = "\NIM_Weather\icons\fog";
	class eventHandlers
	{
		init = "[_this select 0,5] exec '\NIM_Weather\NIM_Fog.sqs'";
	};
};
class NIM_Mist1: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "Mist (Mild)";
	icon = "\NIM_Weather\icons\fog";
	class eventHandlers
	{
		init = "[_this select 0,1] exec '\NIM_Weather\NIM_FogMist.sqs'";
	};
};
class NIM_Mist2: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "Mist (Medium)";
	icon = "\NIM_Weather\icons\fog";
	class eventHandlers
	{
		init = "[_this select 0,3] exec '\NIM_Weather\NIM_FogMist.sqs'";
	};
};
class NIM_Mist3: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "Mist (Heavy)";
	icon = "\NIM_Weather\icons\fog";
	class eventHandlers
	{
		init = "[_this select 0,5] exec '\NIM_Weather\NIM_FogMist.sqs'";
	};
};
class NIM_FogR1: NIM_WeatherDynamic
{
	scope = 2;
	displayName = "Random Fog (Mild)";
	icon = "\NIM_Weather\icons\fog";
	class eventHandlers
	{
		init = "[_this select 0,5,[0,2]] exec '\NIM_Weather\NIM_Fog.sqs'";
	};
};
class NIM_FogR2: NIM_WeatherDynamic
{
	scope = 2;
	displayName = "Random Fog (Medium)";
	icon = "\NIM_Weather\icons\fog";
	class eventHandlers
	{
		init = "[_this select 0,5,[2,3]] exec '\NIM_Weather\NIM_Fog.sqs'";
	};
};
class NIM_FogR3: NIM_WeatherDynamic
{
	scope = 2;
	displayName = "Random Fog (Heavy)";
	icon = "\NIM_Weather\icons\fog";
	class eventHandlers
	{
		init = "[_this select 0,5,[4,5]] exec '\NIM_Weather\NIM_Fog.sqs'";
	};
};
class NIM_FullRandomWeather: NIM_WeatherDynamic
{
	scope = 2;
	displayName = "Random Weather Full (Weather,Clouds,Snow,Fog)";
	icon = "\NIM_Weather\icons\thundersunny";
	class eventHandlers
	{
		init = "[_this select 0,5,[0,5]] exec '\NIM_Weather\NIM_Fog.sqs'; [_this select 0,5,[0,5]] exec '\NIM_Weather\NIM_Snow.sqs'; [_this select 0,2,1,true,[11,[0,4]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; [] exec '\NIM_Weather\NIM_ThunderLoop.sqs'";
	};
};
class NIM_SeasonalWeatherWinter: NIM_Seasons
{
	scope = 2;
	displayName = "Winter";
	icon = "\NIM_Weather\icons\winterseason";
	class eventHandlers
	{
		init = "NIM_SeasonSnow = false; NIM_SeasonFog = false; NIM_SeasonBlizzard = false; NIM_Season = 0; [_this select 0,0,1,true,[8,[0,2]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; (_this select 0) exec '\NIM_Weather\NIM_SeasonalSetting.sqs'";
	};
};
class NIM_SeasonalWeatherSpring: NIM_Seasons
{
	scope = 2;
	displayName = "Spring";
	icon = "\NIM_Weather\icons\springseason";
	class eventHandlers
	{
		init = "NIM_SeasonSnow = false; NIM_SeasonFog = false; NIM_SeasonBlizzard = false; NIM_Season = 1; [_this select 0,0,1,true,[5,[1,3]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; (_this select 0) exec '\NIM_Weather\NIM_SeasonalSetting.sqs'";
	};
};
class NIM_SeasonalWeatherSummer: NIM_Seasons
{
	scope = 2;
	displayName = "Summer";
	icon = "\NIM_Weather\icons\summerseason";
	class eventHandlers
	{
		init = "NIM_SeasonSnow = false; NIM_SeasonFog = false; NIM_SeasonBlizzard = false; NIM_Season = 2; [_this select 0,0,1,true,[8,[0,4]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; (_this select 0) exec '\NIM_Weather\NIM_SeasonalSetting.sqs'";
	};
};
class NIM_SeasonalWeatherAutumn: NIM_Seasons
{
	scope = 2;
	displayName = "Autumn";
	icon = "\NIM_Weather\icons\autumseason";
	class eventHandlers
	{
		init = "NIM_SeasonSnow = false; NIM_SeasonFog = false; NIM_SeasonBlizzard = false; NIM_Season = 3; [_this select 0,0,1,true,[8,[1,3]]] exec '\NIM_Weather\NIM_CloudSystem.sqs'; (_this select 0) exec '\NIM_Weather\NIM_SeasonalSetting.sqs'";
	};
};
class NIM_Blizzard1: NIM_WeatherPreSet
{
	scope = 2;
	displayName = "Snow (Blizzard)";
	icon = "\NIM_Weather\icons\blizzard2";
	class eventHandlers
	{
		init = "[_this select 0,5] exec '\NIM_Weather\NIM_BlizzardServer.sqs'";
	};
};
class NIM_Blizzard2: NIM_WeatherDynamic
{
	scope = 2;
	displayName = "Snow Random (Blizzard)";
	icon = "\NIM_Weather\icons\blizzard2";
	class eventHandlers
	{
		init = "[_this select 0,5,[0,5]] exec '\NIM_Weather\NIM_BlizzardServer.sqs'";
	};
};
class NIM_SandStorm1: NIM_Desert
{
	scope = 2;
	displayName = "Sand Storm (Mild)";
	class eventHandlers
	{
		init = "[_this select 0,1] exec '\NIM_Weather\NIM_SandStormServer.sqs'";
	};
};
class NIM_SandStorm2: NIM_Desert
{
	scope = 2;
	displayName = "Sand Storm (Medium)";
	class eventHandlers
	{
		init = "[_this select 0,3] exec '\NIM_Weather\NIM_SandStormServer.sqs'";
	};
};
class NIM_SandStorm3: NIM_Desert
{
	scope = 2;
	displayName = "Sand Storm (Heavy)";
	class eventHandlers
	{
		init = "[_this select 0,5] exec '\NIM_Weather\NIM_SandStormServer.sqs'";
	};
};
class NIM_SandStormR1: NIM_Desert
{
	scope = 2;
	displayName = "Random Sand Storm (Full)";
	class eventHandlers
	{
		init = "[_this select 0,2,[0,5]] exec '\NIM_Weather\NIM_SandStormServer.sqs'";
	};
};
class NIM_SandWind: NIM_Desert
{
	scope = 2;
	displayName = "Sand Wind";
	class eventHandlers
	{
		init = "[_this select 0,5] exec '\NIM_Weather\NIM_SandWind.sqs'";
	};
};
class NIM_ForecastCloud: NIM_Forecast
{
	scope = 2;
	displayName = "Clouds & Weather";
	icon = "\NIM_Weather\icons\cloudF";
	class eventHandlers
	{
		init = "[_this select 0,5,1,true] exec '\NIM_Weather\NIM_CloudSystem.sqs'";
	};
};
class NIM_ForecastSnow: NIM_Forecast
{
	scope = 2;
	displayName = "Snow";
	icon = "\NIM_Weather\icons\snowF";
	class eventHandlers
	{
		init = "[_this select 0,0] exec '\NIM_Weather\NIM_Snow.sqs'";
	};
};
class NIM_ForecastFog: NIM_Forecast
{
	scope = 2;
	displayName = "Fog";
	icon = "\NIM_Weather\icons\fogF";
	class eventHandlers
	{
		init = "[_this select 0,0] exec '\NIM_Weather\NIM_Fog.sqs'";
	};
};
class Land_Fire;
class ThunderLight: Land_Fire
{
	sound = "Fire";
	vehicleClass = "Objects";
	icon = "\Ca\misc\data\icons\i_H_CA.paa";
	model = "\ca\misc\empty";
	displayName = "Thunder Light";
	accuracy = 0.2;
	typicalCargo[] = {};
	mapSize = 1.2;
	cost = 0;
	armor = 20;
	class Smoke1
	{
		interval = 10;
		cloudletDuration = 0.01;
		cloudletAnimPeriod = 1;
		cloudletSize = 0.00001;
		cloudletAlpha = 0;
		cloudletGrowUp = 0.000001;
		cloudletFadeIn = 0;
		cloudletFadeOut = 0.000001;
		cloudletAccY = -0.1;
		cloudletMinYSpeed = 0.000001;
		cloudletMaxYSpeed = 0.000001;
		cloudletShape = "ca\data\cl_basic";
		cloudletColor[] = {0,0,0,0};
		initT = 1000;
		deltaT = 2147483647;
		class Table
		{
			class T1
			{
				maxT = 0;
				color[] = {0.8,0.8,0.8,0};
			};
			class T2
			{
				maxT = 900;
				color[] = {0.3,0.3,0.3,0};
			};
			class T3
			{
				maxT = 1000;
				color[] = {1,0.5,0,0};
			};
		};
		density = 0.5;
		size = 0.1;
		initYSpeed = 1.7;
		timeToLive = 100000002004087730000;
		in = 0;
		out = 0;
	};
	class Light
	{
		color[] = {1,1,1,1};
		ambient[] = {1,1,1,1};
		brightness = 10;
		shape = "koulesvetlo";
		size = 0.3;
		position = "ohniste";
	};
};
class ThunderLightPurple: ThunderLight
{
	class Light
	{
		color[] = {0.83,0.64,0.82,1};
		ambient[] = {0.83,0.64,0.82,1};
		brightness = 15;
		shape = "\ca\data\koulesvetlo";
		size = 0.3;
		position = "ohniste";
	};
};
};
class CfgSounds
{
class ThunderClose
{
	name = "Thunder Close";
	sound[] =
	{
		"\NIM_Weather\Sound\ThunderClose.ogg",
		100000,
		1
	};
	titles[] =
	{
		0,
		"$STRM_"
	};
};
class ThunderFar
{
	name = "Thunder Far";
	sound[] =
	{
		"\NIM_Weather\Sound\ThunderFar.ogg",
		100000,
		1
	};
	titles[] =
	{
		0,
		"$STRM_"
	};
};
class blizzard
{
	name = "Blizzard";
	sound[] =
	{
		"\NIM_Weather\Sound\blizzard.ogg",
		1,
		1
	};
	titles[] =
	{
		0,
		"$STRM_"
	};
};
class blizzard_silent
{
	name = "Blizzard";
	sound[] =
	{
		"\NIM_Weather\Sound\blizzard.ogg",
		0.1,
		1
	};
	titles[] =
	{
		0,
		"$STRM_"
	};
};
};

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Hi, :)

I really Like this addon, I will test the config of Kju.

I ask you if is possible to set a radius also for sand storms and other effects

for example I want a sand wind or storm near cayo but not in all Island landscapes...

.... Cayo... THANK YOU CAA1 ;)

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How difficult would it be to make this similar to a sound mod or the particle effects mod where it works on the client side in MP missions who have the mod installed? For example, missions with bad weather will use the NIM weather but only the players that have it installed will see it that way? That away missions won't have the addon dependency.

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Such a thing wouldn't make sense. In pvp it would be a disaster and no one would use it. In COOP it could be a disaster as well, why would you want to sit for 45 minutes waiting for the weather to clear on your transport pilot's screen while you have a crystal clear day?

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I think he means given that the addon is updated so hosts and clients weather effects would be in sync. I play a lot of small coop with family members out of state, dynamic weather would be a welcome addition.

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I have a problem, everytime i set the weather to rain and thunder... after about 2 minutes in the game it stops... it does this everytime i place it... is there no way to keep it raining?

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There are errors every where in the addon, I placed down each module and about 50% of them had errors show up on screen, however they were not easily reproducible, which means they were prone to external variables. Perhaps a variable didn't exist at the time of execution. Who knows.

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Anybody having success getting snow?

I tried placing a Snow (Blizzard) game logic but nothing happens, i also tried the other Snow game logics but with same result.

Am i doing something wrong?

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Has anyone had luck in getting this to work in MP??

I have desert wind in mission and works in SP but go MP nothing? even if everyone else has same addon.

It is a shame as it is a great addon but needs to be MP friendly.

Any solutions are highly appreciated by everyone on here I am sure :)

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