/* Weather Control System by Aaron Clark - EpochMod.com Improvements and or bugfixes and other contributions are welcome via the github: https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_server_settings/EpochEvents/ChangeWeather.sqf */ //[[[cog import generate_private_arrays ]]] private ["_fog","_force","_lightning","_overcast","_rain","_randomDayRainTemp","_randomDayTemp","_randomDirection","_randomFogAfterRainBase","_randomFogAfterRainDecay","_randomFogAfterRainValue","_randomFogBase","_randomFogDecay","_randomFogValue","_randomLightningValue","_randomNightRainTemp","_randomNightTemp","_randomOvercastValue","_randomRainValue","_randomWindStr","_staticWeatherForecast","_temp","_weatherChangeTime","_windVal","_windValX","_windValY"]; //[[[end]]] // Initalize variable for tracking time between runs. if (isNil "EPOCH_lastWeatherChange") then { EPOCH_lastWeatherChange = diag_tickTime; }; // get the time between weather change events to use as tranistion time. _weatherChangeTime = diag_tickTime - EPOCH_lastWeatherChange; // increment timer to current time. EPOCH_lastWeatherChange = diag_tickTime; _force = false; // use config static weather if set. _staticWeatherForecast = []; if !(EPOCH_WeatherStaticForecast isEqualTo []) then { _staticWeatherForecast = EPOCH_WeatherStaticForecast; } else { // Make database call to get "Weather:InstanceID" that can be set in the database to allow for weather controls outside of the game. (["Weather", (call EPOCH_fn_InstanceID)] call EPOCH_fnc_server_hiveGETRANGE) params [["_status", 0 ], ["_data", [] ]]; if (_status == 1 && _data isEqualType [] && !(_data isEqualTo[])) then { _staticWeatherForecast = _data; }; }; _staticWeatherForecast params ["_tempOVRD","_rainOVRD","_fogOVRD","_overcastOVRD","_windOVRD","_lightningOVRD"]; /* New weather configs BAD WEATHER: */ _randomNightTemp = [0,10,32]; _randomNightRainTemp = [-10,5,25]; _randomDayTemp = [50,95,112]; _randomDayRainTemp = [50,75,99]; _randomFogValue = [0,0.1,0.2] vectorMultiply (1-rain); _randomFogDecay = [0,0.1,0.2] vectorMultiply (1-rain); _randomFogBase = [0,10,20] vectorMultiply (1-rain); _randomFogAfterRainValue = [0,0.15,0.25]; _randomFogAfterRainDecay = [0,0.20,0]; _randomFogAfterRainBase = [0,12,25]; _randomRainValue = [0,1,0]; _randomOvercastValue = [0,1,0]; _randomLightningValue = [0,1,0]; _randomDirection = random 360; _randomWindStr = random 20; // config end _rain = if (isNil "_rainOVRD") then { random _randomRainValue } else { _rainOVRD }; _windVal = [cos _randomDirection,sin _randomDirection,0] vectorMultiply (_randomWindStr * _rain); _windVal params ["_windValX","_windValY"]; // wind. if (_rain > 0.1) then { _randomNightTemp = _randomNightRainTemp; _randomDayTemp = _randomDayRainTemp; } else { // use increase fog settings if just it rained if (humidity > 0.5) then { _randomFogValue = _randomFogAfterRainValue vectorMultiply humidity; _randomFogDecay = _randomFogAfterRainDecay vectorMultiply humidity; _randomFogBase = _randomFogAfterRainBase vectorMultiply humidity; }; }; if !(isNil "_windOVRD") then { _windValX = _windOVRD select 0; _windValY = _windOVRD select 1; }; // cooler at night _temp = if (sunOrMoon < 1) then { random _randomNightTemp } else { random _randomDayTemp }; // force reduced fog if temps are out of range if (_temp < 32 || _temp > 75) then { _randomFogValue = _randomFogValue vectorMultiply 0.1; _randomFogDecay = _randomFogValue vectorMultiply 0.1; _randomFogBase = _randomFogValue vectorMultiply 0.1; }; _fog = if (isNil "_fogOVRD") then { [random _randomFogValue, random _randomFogDecay, random _randomFogBase] } else { _fogOVRD }; _overcast = if (isNil "_overcastOVRD") then { random _randomOvercastValue } else { _overcastOVRD }; _lightning = if (isNil "_lightningOVRD") then { random _randomLightningValue } else { _lightningOVRD }; _weatherChangeTime setFog _fog; _weatherChangeTime setOvercast _overcast; _weatherChangeTime setRain _rain; _weatherChangeTime setLightnings _lightning; setWind[_windValX, _windValY, true]; // push temp to all players and JIP. missionNamespace setVariable ["EPOCH_CURRENT_WEATHER", if (isNil "_tempOVRD") then { round(_temp) } else { _tempOVRD }, true]; // will force weather change if set to true (will cause lag). if (_force) then { forceWeatherChange; }; diag_log format["Epoch: Weather Change - fog: %1 rain: %2 overcast: %3 wind: %4 wind-xy: %5 forced: %6", _fog, _overcast, _rain, [_randomDirection,_randomWindStr], [_windValX,_windValY], _force];