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* first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
84 lines
3.0 KiB
Plaintext
84 lines
3.0 KiB
Plaintext
/*
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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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private ["_tempOVRD","_rainOVRD","_fogOVRD","_overcastOVRD","_windOVRD","_arr","_response","_windValX","_windValZ","_WeatherChangeTime","_force","_rnd_temp","_fog","_rain","_overcast"];
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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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} 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_fnc_server_hiveGETRANGE;
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if ((_response select 0) == 1 && (_response select 1) isEqualType [] && !((_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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};
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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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missionNamespace setVariable ["EPOCH_CURRENT_WEATHER", if (isNil "_tempOVRD") then { round(_rnd_temp) } else { _tempOVRD }, true];
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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["Epoch: Weather Change - fog: %1 rain: %2 overcast: %3 windx: %4 windz: %5 forced: %6", _fog, _overcast, _rain, _windValX, _windValZ, _force];
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