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update sources and push fix for bornholm.h
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Sources/epoch_server_settings/EpochEvents/ChangeWeather.sqf
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84
Sources/epoch_server_settings/EpochEvents/ChangeWeather.sqf
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/*
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Weather Control System
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by Aaron Clark - EpochMod.com
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This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
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http://creativecommons.org/licenses/by-nc-nd/4.0/
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Improvements and or bugfixes and other contributions are welcome via the github:
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https://github.com/EpochModTeam/Epoch/tree/master/Sources/epoch_server_settings/EpochEvents/ChangeWeather.sqf
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*/
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// Initalize variable for tracking time between runs.
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if (isNil "EPOCH_lastWeatherChange") then {
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EPOCH_lastWeatherChange = diag_tickTime;
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};
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// get the time between weather change events to use as tranistion time.
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_WeatherChangeTime = diag_tickTime - EPOCH_lastWeatherChange;
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// increment timer to current time.
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EPOCH_lastWeatherChange = diag_tickTime;
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_force = false;
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// use config static weather if set.
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if !(EPOCH_WeatherStaticForecast isEqualTo []) then {
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_tempOVRD = EPOCH_WeatherStaticForecast select 0;
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_rainOVRD = EPOCH_WeatherStaticForecast select 1;
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_fogOVRD = EPOCH_WeatherStaticForecast select 2;
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_overcastOVRD = EPOCH_WeatherStaticForecast select 3;
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_windOVRD = EPOCH_WeatherStaticForecast select 4;
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diag_log format["DEBUG: static weather: %1", EPOCH_WeatherStaticForecast];
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} else {
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// Make database call to get "Weather:InstanceID" that can be set in the database to allow for weather controls outside of the game.
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_response = ["Weather", (call EPOCH_fn_InstanceID)] call EPOCH_server_hiveGETRANGE;
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if ((_response select 0) == 1 && typeName(_response select 1) == "ARRAY" && !((_response select 1) isEqualTo[])) then {
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_arr = _response select 1;
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_tempOVRD = _arr select 0;
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_rainOVRD = _arr select 1;
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_fogOVRD = _arr select 2;
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_overcastOVRD = _arr select 3;
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_windOVRD = _arr select 4;
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diag_log format["DEBUG: hive weather: %1", _arr];
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};
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};
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// get random temp.
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_rnd_temp = if (sunOrMoon < 1) then { (random 35) + 15 } else { (random 75) + 50 };
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// push temp to all players and JIP.
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EPOCH_CURRENT_WEATHER = if (isNil "_tempOVRD") then { _rnd_temp } else { _tempOVRD };
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publicVariable "EPOCH_CURRENT_WEATHER";
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// fog, rain, overcast.
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_fog = if (isNil "_fogOVRD") then { [random 0.2, random 0.2, random 20] } else { _fogOVRD };
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_rain = if (isNil "_rainOVRD") then { random 1 } else { _rainOVRD };
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_overcast = if (isNil "_overcastOVRD") then { random 1 } else { _overcastOVRD };
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_WeatherChangeTime setFog _fog;
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_WeatherChangeTime setOvercast _overcast;
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_WeatherChangeTime setRain _rain;
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// wind.
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_windValX = random 10 - 5;
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_windValZ = random 10 - 5;
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if (_rain > 0.5) then {
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_windValX = random 20 - 10;
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_windValZ = random 20 - 10;
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};
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if !(isNil "_windOVRD") then {
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_windValX = _windOVRD select 0;
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_windValZ = _windOVRD select 1;
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};
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setWind[_windValX, _windValZ, true];
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// will force weather change if set to true (will cause lag).
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if (_force) then {
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forceWeatherChange;
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};
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diag_log format["Weather Change: fog: %1 rain: %2 overcast: %3 windx: %4 windz: %5 forced: %6", _fog, _overcast, _rain, _windValX, _windValZ, _force];
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@ -9,7 +9,7 @@ class CfgPatches {
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units[] = {};
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units[] = {};
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weapons[] = {};
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weapons[] = {};
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requiredVersion = 0.1;
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requiredVersion = 0.1;
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epochVersion = "0.3.0.4";
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epochVersion = "0.3.1.0";
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requiredAddons[] = {};
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requiredAddons[] = {};
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};
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};
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};
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};
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File diff suppressed because one or more lines are too long
@ -40,7 +40,7 @@ class CfgRemoteExecCommands {};
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class CfgEpochClient
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class CfgEpochClient
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{
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{
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epochVersion = "0.3.0.4";
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epochVersion = "0.3.1.0";
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
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droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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@ -40,7 +40,7 @@ class CfgRemoteExecCommands {};
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class CfgEpochClient
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class CfgEpochClient
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{
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{
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epochVersion = "0.3.0.4";
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epochVersion = "0.3.1.0";
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
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droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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@ -40,7 +40,7 @@ class CfgRemoteExecCommands {};
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class CfgEpochClient
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class CfgEpochClient
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{
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{
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epochVersion = "0.3.0.4";
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epochVersion = "0.3.1.0";
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
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droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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@ -40,7 +40,7 @@ class CfgRemoteExecCommands {};
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class CfgEpochClient
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class CfgEpochClient
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{
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{
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epochVersion = "0.3.0.4";
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epochVersion = "0.3.1.0";
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
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droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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@ -40,7 +40,7 @@ class CfgRemoteExecCommands {};
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class CfgEpochClient
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class CfgEpochClient
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{
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{
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epochVersion = "0.3.0.4";
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epochVersion = "0.3.1.0";
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
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droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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@ -40,7 +40,7 @@ class CfgRemoteExecCommands {};
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class CfgEpochClient
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class CfgEpochClient
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{
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{
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epochVersion = "0.3.0.4";
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epochVersion = "0.3.1.0";
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
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droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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@ -40,7 +40,7 @@ class CfgRemoteExecCommands {};
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class CfgEpochClient
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class CfgEpochClient
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{
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{
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epochVersion = "0.3.0.4";
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epochVersion = "0.3.1.0";
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
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droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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@ -40,7 +40,7 @@ class CfgRemoteExecCommands {};
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class CfgEpochClient
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class CfgEpochClient
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{
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{
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epochVersion = "0.3.0.4";
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epochVersion = "0.3.1.0";
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
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droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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