W4lly

SNOW TIME - v 0.9.5 -[updated 13-02-2017]

264 posts in this topic

For winter maps servers ..(or any map)

SNOW  TEMPERATURE AND OVERCAST BASED - BLIZZARD- SNOW MASK - WINTER ENVIRONMENT SOUNDS - HOUSES SOUNDS

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

UPDATE 13-02-2017 - v.0.9.5

- [added] Trader System code for add/remove WY classes speedly.(info inside Custom/TraderAdditions folder) HERE
-         Tnx to CrDraggin that has provided this

UPDATE 12-02-2017 - v.0.9.4

- [added] ADDON updated with new uniforms ,gear,vehicles,weapons. classnames updated
- [solved] Blizzard Synch with all players. (solved blizzard start now at the same time for all players)
- [solved] Exile facewear patch now working for JIP near others players. 
- [changed] ExileServer_object_player_database_load.sqf  moved to ExilecustomCode 

UPDATE 10-02-2017 - v.0.9.3

- [solved] Bug - facewear disappear after logout/login (github mod updated with patch)

- IF YOU DONT USE MY SNOW MOD CAN DOWNLOAD PATCH FROM:  HERE

UPDATE 01-02-2017 - v.0.9.2

- [changed] Removed Bad visibility using snow mask script (without mask)
- [added] Better visibility using  Snow Mask when blizzard effects are active

                  (for update file changed only snowBlizzard.sqf and snowScreen.sqf)

UPDATE 30-01-2017 - v.0.9.1

- [added] Retexture Uniforms onFly inside car Script (need WY_ToolKit)
- [added] ADDON Uniforms classes modelsides allsides and snow classes for ARMA3 servers

UPDATE 22-01-2017 - v.0.9.0

- [solved] ADDON Fixed Conflicts classes WY_SU
- [added] ADDON textures for retexture script
- [added] ADDON class WY_ToolKit  (used inside retexture scripts and slide vehicles scipt)
- [added] Retexture Script (with WY_ToolKit inside vehicles inventory now can retexture vehicles onfly)
- [added] Vehicles Slide and slipping  script  ( if vehicles is not WY typeof or not have WY_ToolKit in inventory)

    Scripts are activable/deactivable by fn_settings.sqf

UPDATE 16-01-2017 - v.0.8.1

-[solved]   ADDON UPDATED-  Fixed some errors path icons not showing in the inventory

UPDATE 09-01-2017 - v.0.8.0

-[added] ReTextured Pack Snow Camo (vehicles,weapons,uniforms and gears) to Addon - Add classes to trader and/or spawnlist

            ClassNames (change prices)  updated 22-01-2017      

UPDATE 29-12-2016 - v.0.7.2

-[added] Option for enable/disable Blizzard White ColorCorrection (fn_settings.sqf) (Changed snowBlizzard.sqf and fn_settings.sqf)

UPDATE 19-12-2016 - v.0.7.1

-[solved] Removed Houses sounds out of houses when raining. (for update change only snow\snoweffects.sqf file)

UPDATE 16-12-2016 - v.0.7.0

- [changed] Version 0.7 start with addon required : https://steamcommunity.com/sharedfiles/filedetails/?id=819154831&searchtext=snow+winter+effects

- [changed] All Sounds files , classes effects , textures have been moved inside addon (mission load only smaller folder).

- [added] configurables sounds volume setup ( 1 , 0.8 , 0.6 ) for winds and environment sounds.
- [added] blizzard simulation effects. (can setup event starts and stop).
- [added] Houses sounds.
- [added] sea sounds and some environment sounds.

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

  SNOW MASK SYSTEM (will be reworked soon)----  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 (only for 0.6.5):

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

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.

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]

-New Enterable buildings Snow Style [complete 0%]

-snow on the Roads [complete 0%]

Download

v.0.9.5

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

https://steamcommunity.com/sharedfiles/filedetails/?id=819154831&searchtext=snow+winter+effects

A3Launcher

APL-SA.png

This work is licensed under a Arma Public License Share Alike

v.0.6.5

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

Videos

https://youtu.be/irLfgILdcb0

https://youtu.be/6vq4R0wpFic

https://youtu.be/dhmMmQUXBD8

Licence_APL-SA.png

Edited by W4lly
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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.

 

 

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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 ...

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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.

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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

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

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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?

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the only problem that activate many effects drops fps , so those adding will be activated or deactivated  via variable ...

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3 hours ago, W4lly said:

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

yea both 1st and 3rd, a frosting effect on the corners of your screen would give some major immersion points haha

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