Epoch/Sources/epoch_server_settings/EpochEvents/ChangeWeather.sqf
vbawol 87c23b106f Release 0.3.8 (#502)
* 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
2016-04-08 15:21:46 -05:00

84 lines
3.0 KiB
Plaintext

/*
Weather Control System
by Aaron Clark - EpochMod.com
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
http://creativecommons.org/licenses/by-nc-nd/4.0/
Improvements and or bugfixes and other contributions are welcome via the github:
https://github.com/EpochModTeam/Epoch/tree/master/Sources/epoch_server_settings/EpochEvents/ChangeWeather.sqf
*/
private ["_tempOVRD","_rainOVRD","_fogOVRD","_overcastOVRD","_windOVRD","_arr","_response","_windValX","_windValZ","_WeatherChangeTime","_force","_rnd_temp","_fog","_rain","_overcast"];
// 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.
if !(EPOCH_WeatherStaticForecast isEqualTo []) then {
_tempOVRD = EPOCH_WeatherStaticForecast select 0;
_rainOVRD = EPOCH_WeatherStaticForecast select 1;
_fogOVRD = EPOCH_WeatherStaticForecast select 2;
_overcastOVRD = EPOCH_WeatherStaticForecast select 3;
_windOVRD = EPOCH_WeatherStaticForecast select 4;
} else {
// Make database call to get "Weather:InstanceID" that can be set in the database to allow for weather controls outside of the game.
_response = ["Weather", (call EPOCH_fn_InstanceID)] call EPOCH_fnc_server_hiveGETRANGE;
if ((_response select 0) == 1 && (_response select 1) isEqualType [] && !((_response select 1) isEqualTo[])) then {
_arr = _response select 1;
_tempOVRD = _arr select 0;
_rainOVRD = _arr select 1;
_fogOVRD = _arr select 2;
_overcastOVRD = _arr select 3;
_windOVRD = _arr select 4;
};
};
// get random temp.
_rnd_temp = if (sunOrMoon < 1) then { (random 35) + 15 } else { (random 75) + 50 };
// push temp to all players and JIP.
missionNamespace setVariable ["EPOCH_CURRENT_WEATHER", if (isNil "_tempOVRD") then { round(_rnd_temp) } else { _tempOVRD }, true];
// fog, rain, overcast.
_fog = if (isNil "_fogOVRD") then { [random 0.2, random 0.2, random 20] } else { _fogOVRD };
_rain = if (isNil "_rainOVRD") then { random 1 } else { _rainOVRD };
_overcast = if (isNil "_overcastOVRD") then { random 1 } else { _overcastOVRD };
_WeatherChangeTime setFog _fog;
_WeatherChangeTime setOvercast _overcast;
_WeatherChangeTime setRain _rain;
// wind.
_windValX = random 10 - 5;
_windValZ = random 10 - 5;
if (_rain > 0.5) then {
_windValX = random 20 - 10;
_windValZ = random 20 - 10;
};
if !(isNil "_windOVRD") then {
_windValX = _windOVRD select 0;
_windValZ = _windOVRD select 1;
};
setWind[_windValX, _windValZ, 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 windx: %4 windz: %5 forced: %6", _fog, _overcast, _rain, _windValX, _windValZ, _force];