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Improved weather parameters #209
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@brndd Would you have any objections to me including this in my fork of the framework? |
It's implicitly MIT licensed so feel free to do whatever with it. |
class StartInVehicle { |
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This looks like a purely formatting change, so maybe remove it from the pull request?
}; | ||
}; | ||
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_wind = "Wind" call BIS_fnc_getParamValue; |
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In my fork's implementation I've called the "getParamValue" function using the alternative syntax (i.e. specifying a default value) just as a note if this gets merged into the Olsen Framework.
class Fog { | ||
title = "Fog"; | ||
texts[] = {"Mission default", "No Fog", "Slightly Foggy", "Foggy", "Very Foggy", "Random"}; | ||
values[] = {-1, 0, 1, 2, 3, -10}; | ||
texts[] = {"Mission default", "No Fog", "Slightly Foggy", "Foggy", "Very Foggy"}; |
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Did you intend to remove the functionality for random fog?
@@ -63,27 +63,19 @@ if (isMultiplayer) then { | |||
0 setOvercast (_overcast / 10); |
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Towards the top of this file, _windDir should be declared as a private variable, as per the other parameters.
Merged into The Bear Cave Framework here: https://github.com/EM-Creations/TheBearCave-Framework-ArmA-3/pull/18 |
The current weather parameters from the env_parameters module don't actually seem to work. This is for numerous reasons:
setWind
etc. settings.setWindStr
works as a multiplier on the total wind speed, same as the sliders in Environment settings do, but what it's actually multiplying is undefined. In practice the old "Violent storm" setting seemed to usually result in wind speeds of like 10 metres per second, which are far from a storm let alone a violent one.I fixed this by making this parameter use the
setWind
command instead, which sets the wind to an absolute value. I also added a parameter for wind direction. Gusts didn't seem to do anything withsetWind
so there's no parameter for those.I also added a parameter to enable/disable the ACE dynamic wind. Disabling it is necessary for the other two parameters to work. If ACE isn't installed in the first place, this parameter shouldn't do anything at all, but it will still show up. Don't know if there's any easy way to change this. This defaults to mission/server default.
setWind
should be synced across clients (as per the Bohemia wiki) so this should work. Seemed to work fine on dedi but I could only test it with one player.The change to start_in_vehicle's
CfgFunctions.hpp
is because Git wouldn't stop thinking there were modifications to that file until I committed it even though I had a completely fresh clone of the repo. Had something to do with the missing newline or something, I think.