Configurable weather effects

This commit is contained in:
icomrade
2016-05-03 15:21:35 -04:00
parent 75ae8ad3c0
commit cf29731620
3 changed files with 19 additions and 16 deletions

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@@ -38,6 +38,7 @@
[NEW] A Plot For Life by RimBlock is now included and enabled by default with variable DZE_plotforLife, see configVariables.sqf @RimBlock @icomrade
[NEW] You may toggle vehicle destruction effects to prevent damage from vehicle explosions (useful to prevent griefing from ramming) use DZE_NoVehicleExplosions = true; to enable #1198 @icomrade
[NEW] Temperature factors are now configurable with DZE_TempVars see ConfigVariables.sqf for more info @icomrade
[NEW] Weather effects are now configurable with DZE_WeatherVariables See DynamicWeatherEffects.sqf for info on these values @icomrade
[CHANGED] Many duplicate functions and variables were renamed. See Documents\1.0.6 Variable Name Changes.txt @ebaydayz
[CHANGED] Several weapon, item and tool classnames changed. Admins see SQL\1.0.6_Updates @ebaydayz

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@@ -22,6 +22,7 @@ DynamicVehicleFuelHigh = 100; // Max fuel random vehicles can spawn with
DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming - doesn't work with amphibious pook which you should not use due to other issues
DZE_TempVars = [7, 15, 4, 4, 2, 3, 2, 0.25, 0.75, 0.5]; //[vehicle, fire, building, moving, sun, water, standing, rain, wind, night] water, standing, rain, wind and night factors have a negative impact on temperature, the greater they are the quicker the player gets cold
DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 1, 0, 0.8, 0, 8, 25, 50, 0, false]; //See DynamicWeatherEffects.sqf for info on these values
DZE_TwoPrimaries = 2; // 0 do not allow primary weapon on back. 1 allow primary weapon on back, but not when holding a primary weapon in hand. 2 (default) allow player to hold two primary weapons, one on back and one in their hands
DZE_AntiWallLimit = 3; // Number of activations before player_antiWall kills player for glitching attempt. Lower is stricter, but may result in false positives.
DZE_DamageBeforeMaint = 0.09; // Minimum damage built items must have before they can be maintained

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@@ -20,60 +20,61 @@ if (count _this > 2) then { _initialRain = _this select 2; } else { _initialRain
if (count _this > 3) then { _initialWind = _this select 3; } else { _initialWind = [-1, -1]; };
if (count _this > 4) then { _debug = _this select 4; } else { _debug = false; };
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// The following variables can be changed to tweak weather behaviour
// Minimum time in minutes for the weather (fog and overcast) to change. Must be greater than or equal to 1 and less than or equal to
// _maxWeatherChangeTimeMin. When weather changes, it is fog OR overcast that changes, not both at the same time. (Suggested value: 10).
_minWeatherChangeTimeMin = 10;
_minWeatherChangeTimeMin = DZE_WeatherVariables select 0;
// Maximum time in minutes for the weather (fog and overcast) to change. Must be greater than or equal to _minWeatherChangeTimeMin.
// (Suggested value: 20).
_maxWeatherChangeTimeMin = 20;
_maxWeatherChangeTimeMin = DZE_WeatherVariables select 1;
// Minimum time in minutes that weather (fog and overcast) stays constant between weather changes. Must be less than or equal to 0 and
// greater than or equal to _minWeatherChangeTimeMin. (Suggested value: 5).
_minTimeBetweenWeatherChangesMin = 5;
_minTimeBetweenWeatherChangesMin = DZE_WeatherVariables select 2;
// Maximum time in minutes that weather (fog and overcast) stays unchanged between weather changes. Must be greater than or equal to
// _minWeatherChangeTimeMin. (Suggested value: 10).
_maxTimeBetweenWeatherChangesMin = 10;
_maxTimeBetweenWeatherChangesMin = DZE_WeatherVariables select 3;
// Fog intensity never falls below this value. Must be between 0 and 1 and less than or equal to _maximumFog
// (0 = no fog, 1 = pea soup). (Suggested value: 0).
_minimumFog = 0;
_minimumFog = DZE_WeatherVariables select 4;
// Fog intensity never exceeds this value. Must be between 0 and 1 and greater than or equal to _minimumFog
// (0 = no fog, 1 = pea soup). (Suggested value: 0.8).
_maximumFog = 0.2; //0.5
_maximumFog = DZE_WeatherVariables select 5; //0.5
// Overcast intensity never falls below this value. Must be between 0 and 1 and less than or equal to _maximumOvercast
// (0 = no overcast, 1 = maximum overcast). (Suggested value: 0).
_minimumOvercast = 0;
_minimumOvercast = DZE_WeatherVariables select 6;
// Overcast intensity never exceeds this value. Must be between 0 and 1 and greater than or equal to _minimumOvercast
// (0 = no overcast, 1 = maximum overcast). (Suggested value: 1).
_maximumOvercast = 1;
_maximumOvercast = DZE_WeatherVariables select 7;
// When raining, rain intensity never falls below this value. Must be between 0 and 1 and less than or equal to _maximumRain
// (0 = no rain, 1 = maximum rain intensity). (Suggested value: 0);
_minimumRain = 0;
_minimumRain = DZE_WeatherVariables select 8;
// When raining, rain intensity never exceeds this value. Must be between 0 and 1 and greater than or equal to _minimumRain
// (0 = no rain, 1 = maximum rain intensity). (Suggested value: 0.8);
_maximumRain = 0.8;
_maximumRain = DZE_WeatherVariables select 9;
// Wind vector strength never falls below this value. Must be greater or equal to 0 and less than or equal to _maximumWind.
// (Suggested value: 0);
_minimumWind = 0;
_minimumWind = DZE_WeatherVariables select 10;
// Wind vector strength never exceeds this value. Must be greater or equal to 0 and greater than or equal to _minimumWind.
// (Suggested value: 8).
_maximumWind = 8;
_maximumWind = DZE_WeatherVariables select 11;
// Probability in percent for wind to change when weather changes. If set to 0 then wind will never change. If set to 100 then rain will
// change every time the weather (fog or overcast) start to change. (Suggested value: 25);
_windChangeProbability = 25;
_windChangeProbability = DZE_WeatherVariables select 12;
// A "rain interval" is defined as "a time interval during which it may rain in any intensity (or it may not rain at all)". When overcast
// goes above 0.75, a chain of rain intervals (defined below) is started. It cycles on until overcast falls below 0.75. At overcast
@@ -82,11 +83,11 @@ _windChangeProbability = 25;
// Probability in percent (0-100) for rain to start at every rain interval. Set this to 0 if you don't want rain at all. Set this to 100
// if you want it to rain constantly when overcast is greater than 0.75. In short: if you think that it generally rains to often then
// lower this value and vice versa. (Suggested value: 50).
_rainIntervalRainProbability = 50;
_rainIntervalRainProbability = DZE_WeatherVariables select 13;
// Minimum time in minutes for rain intervals. Must be greater or equal to 0 and less than or equal to _maxRainIntervalTimeMin.
// (Suggested value: 0).
_minRainIntervalTimeMin = 0;
_minRainIntervalTimeMin = DZE_WeatherVariables select 14;
// Maximum time in minutes for rain intervals. Must be greater than or equal to _minRainIntervalTimeMin. (Suggested value:
// (_maxWeatherChangeTimeMin + _maxTimeBetweenWeatherChangesMin) / 2).
@@ -95,7 +96,7 @@ _maxRainIntervalTimeMin = (_maxWeatherChangeTimeMin + _maxTimeBetweenWeatherChan
// If set to true, then the rain is forced to stop after one rain interval during which it has rained (use this for example if you only want
// small occational cloudbursts ). If set to false, then the rain may stop, but it may also just change intensity for an
// immedeate new rain interval. (Suggested value: false).
_forceRainToStopAfterOneRainInterval = false;
_forceRainToStopAfterOneRainInterval = DZE_WeatherVariables select 15;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////