W4lly

SNOW TIME - v 0.6.5 -[updated 08-12-2016]

148 posts in this topic

For winter maps servers ..(or any map)

SNOW SCRIPTS TEMPERATURE AND OVERCAST BASED -SNOW MASK - WINTER ENVIRONMENT SOUNDS  - WINTER SNOW EFFECTS

Installation : Readme inside download (all addon are activable or deactivable by Snow\fn_settings.sqf)

UPDATE 08-12-2016 - v.0.6.5

- [changed] snow footsteps sound code , now based on the player movements. ( all)
- [added] snow prone sound.

UPDATED 04-12-2016 - v.0.6.1 ---  (this isnt a real update , only added a folder with alternative files )

 - [added]  New folder inside Snow folder with classes sounds level 0.8 and 0.6. Instruction inside Snow\setVol\readme.

UPDATED 02-12-2016 - v.0.6

- [added] Snow footsteps crunching sound.(fn_settings.sqf - can setup volume of steps and/or audible distance)

               (audible distance value  is important cuz this sound is audible by other players, is not local.... now is set to 30mt)
[updated] Environment sound system . now sound of cities are separated by forest/village and sea too.
[added] New Sounds.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

  SNOW MASK SYSTEM ----  How does it Work :        

Spoiler

           Script add snow Mask, without player have bad visibility,

            with mask player have good visibility but if body temp go to 36 or 35 mask frosty..

             Script detect  external temp and if temp up to 2 grades , no frosty mask, inside fn_settings.sqf is possible setup some options :

               _maskOn                = true;                      // activate/deactivate snowMask simulation true/false
               _glassesOnlySnow       = true;                 //   if you want snowMask only when snow falling or raining  - if false mask when sunny too
                _useCheckGlasses       = true;            //  check if player have mask defined in _gogglesArray ----- mask can be in all places ,

                                                                                  backpack , vest, uniform or assigned slot
                _gogglesArray          = ["G_Combat","G_Combat_Goggles_tna_F","G_Goggles_VR"];                // array of mask allowed
                _noCheckBackpack       = true;      // check or not in backpack for glasses

                                                                             (recommended true for have a place for remove at the moment glasses)

attention to:

Spoiler

             if you use statusbar like [RG]Salutesh bar, join class RscTitles as defined in statusbar instructions.

           if you use dbw status icons add  #include "statusIcons\StatusIcons.hpp"    above of RscTitles class.

            inside "textures\bis"  folder , i have provided other paa  files with different frost and fog intensity...

           if someone want try to use, rename as names files inside folder "textures" files only...

Old Updates

Spoiler

UPDATED 28-11-2016 - v.0.5.1
 [added] Option for activate more snow fall when overcast up to 0.9

 [optimisation]  no snow inside buildings
                   (for update from 0.5 change only fn_settings.sqf and ExileClient_system_thread_update.sqf files)

UPDATED 27-11-2016 -v.0.5

[added] New sound system with many environment sounds.

[optimisation] Snow mask code.

UPDATED 24-11-2016 -v.0.4

[added] Snow Mask System. (ALPHA )

UPDATED 16-11-2016 -v.0.3

[added]  environment sounds to wind, like tree crack etc... (active only on foot)

[solved] bucket visibility.

[optimisation] code.

UPDATED 15-11-2016- v.0.2

[removed] crickets sound and summer sounds.

[added] winter wind sound - volume level based on wind game and in/out buildings. 

[TODO]

- steam workshop addon [complete 30%]

  (addon will include blizzard effects classes and many sounds and sounds of environment thats still missing)

-blizzard effects [complete 99%]

- uniform snow camo retexture [complete 10%]

- random snow flakes on the glasses effect [complete 10%]

-snow on the Roads [complete 0%]

- snow on houses roof  (branch) [complete 0%]

https://github.com/W4lly63/EXILE-SNOW

https://youtu.be/irLfgILdcb0

https://youtu.be/6vq4R0wpFic

Edited by W4lly
2 people like this

Share this post


Link to post
Share on other sites

so this just adds snow? whats the difference from the normal exile version?

Share this post


Link to post
Share on other sites
Advertisement
33 minutes ago, Metalman10 said:

so this just adds snow? whats the difference from the normal exile version?

No, Exile's standard snow feature works off surface types, ie if you are standing on a defined surface type, Exile creates the snow.

This script makes it so that it snows based off the environment temperature, also adjust the snow particles based on overcast it seems.

@W4lly

if ( _tTemp  <= 1) then
    {
		0 setRain 0;

setRain, will work client side, but will automatically almost instantly update to the current rain value on the server - https://community.bistudio.com/wiki/setRain

So, running this command is essentially pointless.

 

 

3 people like this

Share this post


Link to post
Share on other sites
2 minutes ago, John said:

No, Exile's standard snow feature works off surface types, ie if you are standing on a defined surface type, Exile creates the snow.

This script makes it so that it snows based off the environment temperature, also adjust the snow particles based on overcast it seems.

@W4lly


if ( _tTemp  <= 1) then
    {
		0 setRain 0;

setRain, will work client side, but will automatically almost instantly update to the current rain value on the server - https://community.bistudio.com/wiki/setRain

So, running this command is essentially pointless.

 

 

Ah ok I see. Very nice!

Share this post


Link to post
Share on other sites
4 hours ago, John said:

No, Exile's standard snow feature works off surface types, ie if you are standing on a defined surface type, Exile creates the snow.

This script makes it so that it snows based off the environment temperature, also adjust the snow particles based on overcast it seems.

@W4lly


if ( _tTemp  <= 1) then
    {
		0 setRain 0;

setRain, will work client side, but will automatically almost instantly update to the current rain value on the server - https://community.bistudio.com/wiki/setRain

So, running this command is essentially pointless.

 

 

yea.. need to be executed server side ...

Share this post


Link to post
Share on other sites
35 minutes ago, W4lly said:

yea.. need to be executed server side ...

Yep, but in your script its being executed locally. So it will only have a short temporary effect before the client's "rain" value is returned to the current server side value.

1 person likes this

Share this post


Link to post
Share on other sites
3 hours ago, John said:

Yep, but in your script its being executed locally. So it will only have a short temporary effect before the client's "rain" value is returned to the current server side value.

yea its real.... but in fact working cuz iteration between server side restored value and  control loop ExileClient_system_snow_thread_update  set to 0 rain

Edited by W4lly

Share this post


Link to post
Share on other sites

have you thought of adding a freezing effect type screen overlay when someones body temperature hits the red danger zone?

Share this post


Link to post
Share on other sites
2 hours ago, Crazy Mike said:

have you thought of adding a freezing effect type screen overlay when someones body temperature hits the red danger zone?

nice idea... I will definitely consider ... but mean only in the first person or third too?

Share this post


Link to post
Share on other sites
Advertisement

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.