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see the below links for more info. uiSleep is based off of a more accurate method of tracking time, whereas sleep can fluctuate depending on application performance since it is based on framerate. https://community.bistudio.com/wiki/uiSleep https://community.bistudio.com/wiki/sleep_vs_uiSleep https://community.bistudio.com/wiki/sleep
565 lines
25 KiB
Plaintext
565 lines
25 KiB
Plaintext
/* DynamicWeatherEffects.sqf version 1.01 by Engima of Ostgota Ops
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* Description:
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* Script that generates dynamic (random) weather. Works in single player, multiplayer (hosted && dedicated), && is JIP compatible.
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* Arguments:
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* [_initialFog]: Optional. Fog when mission starts. Must be between 0 && 1 where 0 = no fog, 1 = maximum fog. -1 = random fog.
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* [_initialOvercast]: Optional. Overcast when mission starts. Must be between 0 && 1 where 0 = no overcast, 1 = maximum overcast. -1 = random overcast.
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* [_initialRain]: Optional. Rain when mission starts. Must be between 0 && 1 where 0 = no rain, 1 = maximum rain. -1 = random rain. (Overcast must be greater than || equal to 0.75).
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* [_initialWind]: Optional. Wind when mission starts. Must be an array of form [x, z], where x is one wind strength vector && z is the other. x && z must be greater than || equal to 0. [-1, -1] = random wind.
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* [_debug]: Optional. true if debug text is to be shown, otherwise false.
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*/
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private ["_initialFog", "_initialOvercast", "_initialRain", "_initialWind", "_debug"];
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private ["_minWeatherChangeTimeMin", "_maxWeatherChangeTimeMin", "_minTimeBetweenWeatherChangesMin", "_maxTimeBetweenWeatherChangesMin", "_rainIntervalRainProbability", "_windChangeProbability"];
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private ["_minimumFog", "_maximumFog", "_minimumOvercast", "_maximumOvercast", "_minimumRain", "_maximumRain", "_minimumWind", "_maximumWind", "_minRainIntervalTimeMin", "_maxRainIntervalTimeMin", "_forceRainToStopAfterOneRainInterval", "_maxWind"];
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if (isNil "_this") then { _this = []; };
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if (count _this > 0) then { _initialFog = _this select 0; } else { _initialFog = -1; };
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if (count _this > 1) then { _initialOvercast = _this select 1; } else { _initialOvercast = -1; };
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if (count _this > 2) then { _initialRain = _this select 2; } else { _initialRain = -1; };
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if (count _this > 3) then { _initialWind = _this select 3; } else { _initialWind = [-1, -1]; };
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if (count _this > 4) then { _debug = _this select 4; } else { _debug = false; };
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// The following variables can be changed to tweak weather behaviour
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// Minimum time in minutes for the weather (fog && overcast) to change. Must be greater than || equal to 1 && less than || equal to
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// _maxWeatherChangeTimeMin. When weather changes, it is fog || overcast that changes, not both at the same time. (Suggested value: 10).
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_minWeatherChangeTimeMin = 10;
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// Maximum time in minutes for the weather (fog && overcast) to change. Must be greater than || equal to _minWeatherChangeTimeMin.
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// (Suggested value: 20).
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_maxWeatherChangeTimeMin = 20;
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// Minimum time in minutes that weather (fog && overcast) stays constant between weather changes. Must be less than || equal to 0 &&
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// greater than || equal to _minWeatherChangeTimeMin. (Suggested value: 5).
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_minTimeBetweenWeatherChangesMin = 5;
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// Maximum time in minutes that weather (fog && overcast) stays unchanged between weather changes. Must be greater than || equal to
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// _minWeatherChangeTimeMin. (Suggested value: 10).
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_maxTimeBetweenWeatherChangesMin = 10;
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// Fog intensity never falls below this value. Must be between 0 && 1 && less than || equal to _maximumFog
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// (0 = no fog, 1 = pea soup). (Suggested value: 0).
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_minimumFog = 0;
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// Fog intensity never exceeds this value. Must be between 0 && 1 && greater than || equal to _minimumFog
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// (0 = no fog, 1 = pea soup). (Suggested value: 0.8).
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_maximumFog = 0.5;
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// Overcast intensity never falls below this value. Must be between 0 && 1 && less than || equal to _maximumOvercast
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// (0 = no overcast, 1 = maximum overcast). (Suggested value: 0).
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_minimumOvercast = 0;
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// Overcast intensity never exceeds this value. Must be between 0 && 1 && greater than || equal to _minimumOvercast
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// (0 = no overcast, 1 = maximum overcast). (Suggested value: 1).
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_maximumOvercast = 1;
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// When raining, rain intensity never falls below this value. Must be between 0 && 1 && less than || equal to _maximumRain
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// (0 = no rain, 1 = maximum rain intensity). (Suggested value: 0);
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_minimumRain = 0;
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// When raining, rain intensity never exceeds this value. Must be between 0 && 1 && greater than || equal to _minimumRain
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// (0 = no rain, 1 = maximum rain intensity). (Suggested value: 0.8);
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_maximumRain = 0.8;
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// Wind vector strength never falls below this value. Must be greater || equal to 0 && less than || equal to _maximumWind.
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// (Suggested value: 0);
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_minimumWind = 0;
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// Wind vector strength never exceeds this value. Must be greater || equal to 0 && greater than || equal to _minimumWind.
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// (Suggested value: 8).
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_maximumWind = 8;
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// 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
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// change every time the weather (fog || overcast) start to change. (Suggested value: 25);
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_windChangeProbability = 25;
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// A "rain interval" is defined as "a time interval during which it may rain in any intensity (|| it may not rain at all)". When overcast
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// goes above 0.75, a chain of rain intervals (defined below) is started. It cycles on until overcast falls below 0.75. At overcast
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// below 0.75 rain intervals never execute (thus it cannot rain).
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// 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
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// 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
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// lower this value && vice versa. (Suggested value: 50).
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_rainIntervalRainProbability = 50;
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// Minimum time in minutes for rain intervals. Must be greater || equal to 0 && less than || equal to _maxRainIntervalTimeMin.
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// (Suggested value: 0).
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_minRainIntervalTimeMin = 0;
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// Maximum time in minutes for rain intervals. Must be greater than || equal to _minRainIntervalTimeMin. (Suggested value:
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// (_maxWeatherChangeTimeMin + _maxTimeBetweenWeatherChangesMin) / 2).
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_maxRainIntervalTimeMin = (_maxWeatherChangeTimeMin + _maxTimeBetweenWeatherChangesMin) / 2;
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// 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
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// small occational cloudbursts ). If set to false, then the rain may stop, but it may also just change intensity for an
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// immedeate new rain interval. (Suggested value: false).
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_forceRainToStopAfterOneRainInterval = false;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Don't touch anything beneath this line
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drn_DynamicWeather_DebugTextEventArgs = []; // Empty
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"drn_DynamicWeather_DebugTextEventArgs" addPublicVariableEventHandler {
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drn_DynamicWeather_DebugTextEventArgs call drn_fnc_DynamicWeather_ShowDebugTextLocal;
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};
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/*
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* Summary: Shows debug text on local client.
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* Arguments:
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* _text: Debug text.
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*/
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drn_fnc_DynamicWeather_ShowDebugTextLocal = {
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private ["_minutes", "_seconds"];
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if (!isNull player) then {
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player sideChat (_this select 0);
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};
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_minutes = floor (time / 60);
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_seconds = floor (time - (_minutes * 60));
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diag_log ((str _minutes + ":" + str _seconds) + " Debug: " + (_this select 0));
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};
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/*
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* Summary: Shows debug text on all clients.
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* Arguments:
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* _text: Debug text.
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*/
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drn_fnc_DynamicWeather_ShowDebugTextAllClients = {
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drn_DynamicWeather_DebugTextEventArgs = _this;
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publicVariable "drn_DynamicWeather_DebugTextEventArgs";
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drn_DynamicWeather_DebugTextEventArgs call drn_fnc_DynamicWeather_ShowDebugTextLocal;
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};
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if (_debug) then {
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["Starting script WeatherEffects.sqf..."] call drn_fnc_DynamicWeather_ShowDebugTextLocal;
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};
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drn_DynamicWeatherEventArgs = []; // [current overcast, current fog, current rain, current weather change ("OVERCAST", "FOG" || ""), target weather value, time until weather completion (in seconds), current wind x, current wind z]
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drn_AskServerDynamicWeatherEventArgs = []; // []
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drn_fnc_DynamicWeather_SetWeatherLocal = {
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private ["_currentOvercast", "_currentFog", "_currentRain", "_currentWeatherChange", "_targetWeatherValue", "_timeUntilCompletion", "_currentWindX", "_currentWindZ"];
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_currentOvercast = _this select 0;
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_currentFog = _this select 1;
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_currentRain = _this select 2;
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_currentWeatherChange = _this select 3;
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_targetWeatherValue = _this select 4;
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_timeUntilCompletion = _this select 5;
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_currentWindX = _this select 6;
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_currentWindZ = _this select 7;
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// Set current weather values
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0 setOvercast _currentOvercast;
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0 setFog _currentFog;
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drn_var_DynamicWeather_Rain = _currentRain;
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setWind [_currentWindX, _currentWindZ, true];
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// Set forecast
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if (_currentWeatherChange == "OVERCAST") then {
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_timeUntilCompletion setOvercast _targetWeatherValue;
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};
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if (_currentWeatherChange == "FOG") then {
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_timeUntilCompletion setFog _targetWeatherValue;
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};
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};
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if (!isServer) then {
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"drn_DynamicWeatherEventArgs" addPublicVariableEventHandler {
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drn_DynamicWeatherEventArgs call drn_fnc_DynamicWeather_SetWeatherLocal;
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};
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waitUntil {!isNil "drn_var_DynamicWeather_ServerInitialized"};
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drn_AskServerDynamicWeatherEventArgs = [true];
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publicVariable "drn_AskServerDynamicWeatherEventArgs";
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};
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if (isServer) then {
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drn_fnc_DynamicWeather_SetWeatherAllClients = {
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private ["_timeUntilCompletion", "_currentWeatherChange"];
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_timeUntilCompletion = drn_DynamicWeather_WeatherChangeCompletedTime - drn_DynamicWeather_WeatherChangeStartedTime;
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if (_timeUntilCompletion > 0) then {
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_currentWeatherChange = drn_DynamicWeather_CurrentWeatherChange;
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}
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else {
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_currentWeatherChange = "";
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};
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drn_DynamicWeatherEventArgs = [overcast, fog, drn_var_DynamicWeather_Rain, _currentWeatherChange, drn_DynamicWeather_WeatherTargetValue, _timeUntilCompletion, drn_DynamicWeather_WindX, drn_DynamicWeather_WindZ];
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publicVariable "drn_DynamicWeatherEventArgs";
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drn_DynamicWeatherEventArgs call drn_fnc_DynamicWeather_SetWeatherLocal;
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};
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"drn_AskServerDynamicWeatherEventArgs" addPublicVariableEventHandler {
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call drn_fnc_DynamicWeather_SetWeatherAllClients;
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};
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drn_DynamicWeather_CurrentWeatherChange = "";
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drn_DynamicWeather_WeatherTargetValue = 0;
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drn_DynamicWeather_WeatherChangeStartedTime = time;
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drn_DynamicWeather_WeatherChangeCompletedTime = time;
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drn_DynamicWeather_WindX = _initialWind select 0;
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drn_DynamicWeather_WindZ = _initialWind select 1;
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if (_initialFog == -1) then {
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_initialFog = (_minimumFog + random (_maximumFog - _minimumFog));
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}
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else {
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if (_initialFog < _minimumFog) then {
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_initialFog = _minimumFog;
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};
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if (_initialFog > _maximumFog) then {
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_initialFog = _maximumFog;
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};
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};
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0 setFog _initialFog;
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if (_initialOvercast == -1) then {
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_initialOvercast = (_minimumOvercast + random (_maximumOvercast - _minimumOvercast));
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}
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else {
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if (_initialOvercast < _minimumOvercast) then {
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_initialOvercast = _minimumOvercast;
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};
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if (_initialOvercast > _maximumOvercast) then {
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_initialOvercast = _maximumOvercast;
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};
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};
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0 setOvercast _initialOvercast;
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if (_initialOvercast >= 0.75) then {
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if (_initialRain == -1) then {
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_initialRain = (_minimumRain + random (_minimumRain - _minimumRain));
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}
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else {
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if (_initialRain < _minimumRain) then {
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_initialRain = _minimumRain;
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};
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if (_initialRain > _maximumRain) then {
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_initialRain = _maximumRain;
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};
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};
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}
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else {
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_initialRain = 0;
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};
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drn_var_DynamicWeather_Rain = _initialRain;
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0 setRain drn_var_DynamicWeather_Rain;
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_maxWind = _minimumWind + random (_maximumWind - _minimumWind);
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if (drn_DynamicWeather_WindX == -1) then {
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if (random 100 < 50) then {
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drn_DynamicWeather_WindX = -_minimumWind - random (_maxWind - _minimumWind);
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}
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else {
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drn_DynamicWeather_WindX = _minimumWind + random (_maxWind - _minimumWind);
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};
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};
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if (drn_DynamicWeather_WindZ == -1) then {
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if (random 100 < 50) then {
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drn_DynamicWeather_WindZ = -_minimumWind - random (_maxWind - _minimumWind);
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}
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else {
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drn_DynamicWeather_WindZ = _minimumWind + random (_maxWind - _minimumWind);
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};
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};
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setWind [drn_DynamicWeather_WindX, drn_DynamicWeather_WindZ, true];
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uiSleep 0.05;
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publicVariable "drn_var_DynamicWeather_Rain";
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drn_var_DynamicWeather_ServerInitialized = true;
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publicVariable "drn_var_DynamicWeather_ServerInitialized";
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// Start weather thread
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[_minWeatherChangeTimeMin, _maxWeatherChangeTimeMin, _minTimeBetweenWeatherChangesMin, _maxTimeBetweenWeatherChangesMin, _minimumFog, _maximumFog, _minimumOvercast, _maximumOvercast, _minimumWind, _maximumWind, _windChangeProbability, _debug] spawn {
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private ["_minWeatherChangeTimeMin", "_maxWeatherChangeTimeMin", "_minTimeBetweenWeatherChangesMin", "_maxTimeBetweenWeatherChangesMin", "_minimumFog", "_maximumFog", "_minimumOvercast", "_maximumOvercast", "_minimumWind", "_maximumWind", "_windChangeProbability", "_debug"];
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private ["_weatherType", "_fogLevel", "_overcastLevel", "_oldFogLevel", "_oldOvercastLevel", "_weatherChangeTimeSek"];
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_minWeatherChangeTimeMin = _this select 0;
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_maxWeatherChangeTimeMin = _this select 1;
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_minTimeBetweenWeatherChangesMin = _this select 2;
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_maxTimeBetweenWeatherChangesMin = _this select 3;
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_minimumFog = _this select 4;
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_maximumFog = _this select 5;
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_minimumOvercast = _this select 6;
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_maximumOvercast = _this select 7;
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_minimumWind = _this select 8;
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_maximumWind = _this select 9;
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_windChangeProbability = _this select 10;
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_debug = _this select 11;
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// Set initial fog level
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_fogLevel = 2;
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_overcastLevel = 2;
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while {true} do {
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// Sleep a while until next weather change
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uiSleep floor (_minTimeBetweenWeatherChangesMin * 60 + random ((_maxTimeBetweenWeatherChangesMin - _minTimeBetweenWeatherChangesMin) * 60));
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if (_minimumFog == _maximumFog && _minimumOvercast != _maximumOvercast) then {
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_weatherType = "OVERCAST";
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};
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if (_minimumFog != _maximumFog && _minimumOvercast == _maximumOvercast) then {
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_weatherType = "FOG";
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};
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if (_minimumFog != _maximumFog && _minimumOvercast != _maximumOvercast) then {
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// Select type of weather to change
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if ((random 100) < 50) then {
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_weatherType = "OVERCAST";
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}
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else {
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_weatherType = "FOG";
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};
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};
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// DEBUG
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//_weatherType = "OVERCAST";
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if (_weatherType == "FOG") then {
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drn_DynamicWeather_CurrentWeatherChange = "FOG";
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// Select a new fog level
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_oldFogLevel = _fogLevel;
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_fogLevel = floor ((random 100) / 25);
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while {_fogLevel == _oldFogLevel} do {
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_fogLevel = floor ((random 100) / 25);
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};
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if (_fogLevel == 0) then {
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drn_DynamicWeather_WeatherTargetValue = _minimumFog + (_maximumFog - _minimumFog) * random 0.05;
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};
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if (_fogLevel == 1) then {
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drn_DynamicWeather_WeatherTargetValue = _minimumFog + (_maximumFog - _minimumFog) * (0.05 + random 0.2);
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};
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if (_fogLevel == 2) then {
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drn_DynamicWeather_WeatherTargetValue = _minimumFog + (_maximumFog - _minimumFog) * (0.25 + random 0.3);
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};
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if (_fogLevel == 3) then {
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drn_DynamicWeather_WeatherTargetValue = _minimumFog + (_maximumFog - _minimumFog) * (0.55 + random 0.45);
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};
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drn_DynamicWeather_WeatherChangeStartedTime = time;
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_weatherChangeTimeSek = _minWeatherChangeTimeMin * 60 + random ((_maxWeatherChangeTimeMin - _minWeatherChangeTimeMin) * 60);
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drn_DynamicWeather_WeatherChangeCompletedTime = time + _weatherChangeTimeSek;
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if (_debug) then {
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["Weather forecast: Fog " + str drn_DynamicWeather_WeatherTargetValue + " in " + str round (_weatherChangeTimeSek / 60) + " minutes."] call drn_fnc_DynamicWeather_ShowDebugTextAllClients;
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};
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};
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if (_weatherType == "OVERCAST") then {
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drn_DynamicWeather_CurrentWeatherChange = "OVERCAST";
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// Select a new overcast level
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_oldOvercastLevel = _overcastLevel;
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//_overcastLevel = floor ((random 100) / 25);
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_overcastLevel = 3;
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while {_overcastLevel == _oldOvercastLevel} do {
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_overcastLevel = floor ((random 100) / 25);
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};
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if (_overcastLevel == 0) then {
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drn_DynamicWeather_WeatherTargetValue = _minimumOvercast + (_maximumOvercast - _minimumOvercast) * random 0.05;
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};
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if (_overcastLevel == 1) then {
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drn_DynamicWeather_WeatherTargetValue = _minimumOvercast + (_maximumOvercast - _minimumOvercast) * (0.05 + random 0.3);
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};
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if (_overcastLevel == 2) then {
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drn_DynamicWeather_WeatherTargetValue = _minimumOvercast + (_maximumOvercast - _minimumOvercast) * (0.35 + random 0.35);
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};
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if (_overcastLevel == 3) then {
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drn_DynamicWeather_WeatherTargetValue = _minimumOvercast + (_maximumOvercast - _minimumOvercast) * (0.7 + random 0.3);
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};
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// DEBUG
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/*
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if (overcast > 0.8) then {
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drn_DynamicWeather_WeatherTargetValue = 0.5;
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}
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else {
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drn_DynamicWeather_WeatherTargetValue = 0.85;
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};
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*/
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drn_DynamicWeather_WeatherChangeStartedTime = time;
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_weatherChangeTimeSek = _minWeatherChangeTimeMin * 60 + random ((_maxWeatherChangeTimeMin - _minWeatherChangeTimeMin) * 60);
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drn_DynamicWeather_WeatherChangeCompletedTime = time + _weatherChangeTimeSek;
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if (_debug) then {
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["Weather forecast: Overcast " + str drn_DynamicWeather_WeatherTargetValue + " in " + str round (_weatherChangeTimeSek / 60) + " minutes."] call drn_fnc_DynamicWeather_ShowDebugTextAllClients;
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};
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};
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// On average every one fourth of weather changes, change wind too
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if (random 100 < _windChangeProbability) then {
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private ["_maxWind"];
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_maxWind = _minimumWind + random (_maximumWind - _minimumWind);
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if (random 100 < 50) then {
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drn_DynamicWeather_WindX = -_minimumWind - random (_maxWind - _minimumWind);
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}
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else {
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drn_DynamicWeather_WindX = _minimumWind + random (_maxWind - _minimumWind);
|
|
};
|
|
if (random 100 < 50) then {
|
|
drn_DynamicWeather_WindZ = -_minimumWind - random (_maxWind - _minimumWind);
|
|
}
|
|
else {
|
|
drn_DynamicWeather_WindZ = _minimumWind + random (_maxWind - _minimumWind);
|
|
};
|
|
|
|
if (_debug) then {
|
|
["Wind changes: [" + str drn_DynamicWeather_WindX + ", " + str drn_DynamicWeather_WindZ + "]."] call drn_fnc_DynamicWeather_ShowDebugTextAllClients;
|
|
};
|
|
};
|
|
|
|
call drn_fnc_DynamicWeather_SetWeatherAllClients;
|
|
|
|
uiSleep _weatherChangeTimeSek;
|
|
};
|
|
};
|
|
|
|
// Start rain thread
|
|
if (_rainIntervalRainProbability > 0) then {
|
|
[_minimumRain, _maximumRain, _forceRainToStopAfterOneRainInterval, _minRainIntervalTimeMin, _maxRainIntervalTimeMin, _rainIntervalRainProbability, _debug] spawn {
|
|
private ["_minimumRain", "_maximumRain", "_forceRainToStopAfterOneRainInterval", "_minRainIntervalTimeMin", "_maxRainIntervalTimeMin", "_rainIntervalRainProbability", "_debug"];
|
|
private ["_nextRainEventTime", "_forceStop"];
|
|
|
|
_minimumRain = _this select 0;
|
|
_maximumRain = _this select 1;
|
|
_forceRainToStopAfterOneRainInterval = _this select 2;
|
|
_minRainIntervalTimeMin = _this select 3;
|
|
_maxRainIntervalTimeMin = _this select 4;
|
|
_rainIntervalRainProbability = _this select 5;
|
|
_debug = _this select 6;
|
|
|
|
if (rain > 0) then {
|
|
drn_var_DynamicWeather_Rain = rain;
|
|
publicVariable "drn_var_DynamicWeather_Rain";
|
|
};
|
|
|
|
_nextRainEventTime = time;
|
|
_forceStop = false;
|
|
|
|
while {true} do {
|
|
|
|
if (overcast > 0.75) then {
|
|
|
|
if (time >= _nextRainEventTime) then {
|
|
private ["_rainTimeSec"];
|
|
|
|
// At every rain event time, start || stop rain with 50% probability
|
|
if (random 100 < _rainIntervalRainProbability && !_forceStop) then {
|
|
drn_var_DynamicWeather_rain = _minimumRain + random (_maximumRain - _minimumRain);
|
|
publicVariable "drn_var_DynamicWeather_rain";
|
|
|
|
_forceStop = _forceRainToStopAfterOneRainInterval;
|
|
}
|
|
else {
|
|
drn_var_DynamicWeather_rain = 0;
|
|
publicVariable "drn_var_DynamicWeather_rain";
|
|
|
|
_forceStop = false;
|
|
};
|
|
|
|
// Pick a time for next rain change
|
|
_rainTimeSec = _minRainIntervalTimeMin * 60 + random ((_maxRainIntervalTimeMin - _minRainIntervalTimeMin) * 60);
|
|
_nextRainEventTime = time + _rainTimeSec;
|
|
|
|
if (_debug) then {
|
|
["Rain set to " + str drn_var_DynamicWeather_rain + " for " + str (_rainTimeSec / 60) + " minutes"] call drn_fnc_DynamicWeather_ShowDebugTextAllClients;
|
|
};
|
|
};
|
|
}
|
|
else {
|
|
if (drn_var_DynamicWeather_rain != 0) then {
|
|
drn_var_DynamicWeather_rain = 0;
|
|
publicVariable "drn_var_DynamicWeather_rain";
|
|
|
|
if (_debug) then {
|
|
["Rain stops due to low overcast."] call drn_fnc_DynamicWeather_ShowDebugTextAllClients;
|
|
};
|
|
};
|
|
|
|
_nextRainEventTime = time;
|
|
_forceStop = false;
|
|
};
|
|
|
|
if (_debug) then {
|
|
uiSleep 1;
|
|
}
|
|
else {
|
|
uiSleep 10;
|
|
};
|
|
};
|
|
};
|
|
};
|
|
};
|
|
|
|
[_rainIntervalRainProbability, _debug] spawn {
|
|
private ["_rainIntervalRainProbability", "_debug"];
|
|
private ["_rain", "_rainPerSecond"];
|
|
|
|
_rainIntervalRainProbability = _this select 0;
|
|
_debug = _this select 1;
|
|
|
|
if (_debug) then {
|
|
_rainPerSecond = 0.2;
|
|
}
|
|
else {
|
|
_rainPerSecond = 0.03;
|
|
};
|
|
|
|
if (_rainIntervalRainProbability > 0) then {
|
|
_rain = drn_var_DynamicWeather_Rain;
|
|
}
|
|
else {
|
|
_rain = 0;
|
|
};
|
|
|
|
0 setRain _rain;
|
|
uiSleep 0.1;
|
|
|
|
while {true} do {
|
|
if (_rainIntervalRainProbability > 0) then {
|
|
if (_rain < drn_var_DynamicWeather_Rain) then {
|
|
_rain = _rain + _rainPerSecond;
|
|
if (_rain > 1) then { _rain = 1; };
|
|
};
|
|
if (_rain > drn_var_DynamicWeather_Rain) then {
|
|
_rain = _rain - _rainPerSecond;
|
|
if (_rain < 0) then { _rain = 0; };
|
|
};
|
|
}
|
|
else {
|
|
_rain = 0;
|
|
};
|
|
|
|
3 setRain _rain;
|
|
|
|
uiSleep 3;
|
|
};
|
|
};
|
|
|
|
|