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Weather - Winter Terrain Temperatures (#9943)
* a -> an
* Added last resort catch for winter maps to define suitable temps
* removed debug line
* purge 🧼
* added check for "snow" in raintexture
* cleaned up conditions
* Update arma-3-scheduler-and-our-practices.md
* isNull && {}
* Update fnc_getMapData.sqf
* Update fnc_getMapData.sqf
* Update fnc_getMapData.sqf
* changed order in condition checks and indentation
* not so lazy
* deep config lookup -> _cfg
* comment
* removed accidental empty line
* 🎢
* Update fnc_getMapData.sqf
* Revert "Update fnc_getMapData.sqf"
This reverts commit a57d114182
.
* Update addons/weather/functions/fnc_getMapData.sqf
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Update addons/weather/functions/fnc_getMapData.sqf
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* Update addons/weather/functions/fnc_getMapData.sqf
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
* then -> exitWith
---------
Co-authored-by: Mr. Zorn <56258612+PulsarNeutronStar@users.noreply.github.com>
Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
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@ -48,34 +48,35 @@ GVAR(currentHumidity) = 0;
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GVAR(currentOvercast) = 0;
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// Get all non inherited arrays to filter maps that inherit from Stratis/Altis/Tanoa
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private _nonInheritedArrays = configProperties [configFile >> "CfgWorlds" >> _worldName, "isArray _x", false];
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private _cfgPath = configFile >> "CfgWorlds" >> _worldName;
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private _nonInheritedArrays = configProperties [_cfgPath, "isArray _x", false];
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// And check if any custom non-inherited weather is defined through config and use that if so
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if ((configFile >> "CfgWorlds" >> _worldName >> "ACE_TempDay") in _nonInheritedArrays) exitWith {
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if (isArray (configFile >> "CfgWorlds" >> _worldName >> "ACE_TempDay")) then {
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GVAR(TempDay) = getArray (configFile >> "CfgWorlds" >> _worldName >> "ACE_TempDay");
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if ((_cfgPath >> "ACE_TempDay") in _nonInheritedArrays) exitWith {
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if (isArray (_cfgPath >> "ACE_TempDay")) then {
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GVAR(TempDay) = getArray (_cfgPath >> "ACE_TempDay");
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};
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if (isArray (configFile >> "CfgWorlds" >> _worldName >> "ACE_TempNight")) then {
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GVAR(TempNight) = getArray (configFile >> "CfgWorlds" >> _worldName >> "ACE_TempNight");
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if (isArray (_cfgPath >> "ACE_TempNight")) then {
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GVAR(TempNight) = getArray (_cfgPath >> "ACE_TempNight");
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};
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if (isArray (configFile >> "CfgWorlds" >> _worldName >> "ACE_Humidity")) then {
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GVAR(Humidity) = getArray (configFile >> "CfgWorlds" >> _worldName >> "ACE_Humidity");
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if (isArray (_cfgPath >> "ACE_Humidity")) then {
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GVAR(Humidity) = getArray (_cfgPath >> "ACE_Humidity");
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};
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if (isArray (configFile >> "CfgWorlds" >> _worldName >> "ACE_WindSpeedMin")) then {
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GVAR(WindSpeedMin) = getArray (configFile >> "CfgWorlds" >> _worldName >> "ACE_WindSpeedMin");
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if (isArray (_cfgPath >> "ACE_WindSpeedMin")) then {
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GVAR(WindSpeedMin) = getArray (_cfgPath >> "ACE_WindSpeedMin");
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};
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if (isArray (configFile >> "CfgWorlds" >> _worldName >> "ACE_WindSpeedMean")) then {
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GVAR(WindSpeedMean) = getArray (configFile >> "CfgWorlds" >> _worldName >> "ACE_WindSpeedMean");
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if (isArray (_cfgPath >> "ACE_WindSpeedMean")) then {
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GVAR(WindSpeedMean) = getArray (_cfgPath >> "ACE_WindSpeedMean");
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};
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if (isArray (configFile >> "CfgWorlds" >> _worldName >> "ACE_WindSpeedMax")) then {
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GVAR(WindSpeedMax) = getArray (configFile >> "CfgWorlds" >> _worldName >> "ACE_WindSpeedMax");
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if (isArray (_cfgPath >> "ACE_WindSpeedMax")) then {
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GVAR(WindSpeedMax) = getArray (_cfgPath >> "ACE_WindSpeedMax");
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};
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if (isArray (configFile >> "CfgWorlds" >> _worldName >> "ACE_WindDirectionProbabilities")) then {
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GVAR(WindDirectionProbabilities) = getArray (configFile >> "CfgWorlds" >> _worldName >> "ACE_WindDirectionProbabilities");
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if (isArray (_cfgPath >> "ACE_WindDirectionProbabilities")) then {
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GVAR(WindDirectionProbabilities) = getArray (_cfgPath >> "ACE_WindDirectionProbabilities");
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};
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};
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// Check if the map is among the most popular
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if (_worldName in ["chernarus", "bootcamp_acr", "woodland_acr", "utes"]) then {
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if (_worldName in ["chernarus", "bootcamp_acr", "woodland_acr", "utes"]) exitWith {
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// Source: http://www.iten-online.ch/klima/europa/tschechien/prag.htm
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GVAR(TempDay) = [1, 3, 9, 14, 19, 23, 25, 24, 21, 13, 7, 2];
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GVAR(TempNight) = [-4, -3, 0, 4, 9, 12, 14, 14, 10, 6, 2, -2];
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@ -239,3 +240,17 @@ if (_worldName in ["kunduz"]) exitWith {
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[0.04, 0.02, 0.05, 0.14, 0.19, 0.07, 0.10, 0.07] // December
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];
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};
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// Catches any "Winter" Map that hasnt been defined otherwise - this should stay at the end of the file
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// Values are not based on any RL reference since the snow terrain textures persists regardless the date
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_cfgPath = _cfgPath >> "RainParticles";
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if (
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"winter" in _worldName ||
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{"snow" in getText (_cfgPath >> "rainDropTexture")} ||
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{getNumber (_cfgPath >> "snow") != 0}
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) exitWith {
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GVAR(TempDay) = [-10,-9,-8,-7,-6,-5,-6,-7,-8,-9,-10,-11];
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GVAR(TempNight) = [-15,-14,-13,-12,-11,-10,-9,-10,-11,-12,-13,-17];
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GVAR(Humidity) = [82, 80, 81, 82, 83, 82, 81, 82, 83, 82, 83, 82];
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};
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