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Modyfying the weather on the fly #813
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It's possible to make the BIS module compatible, though a little contrived compared to how the projectile module was done for #747. Here are the steps that would be necessary:
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It's a pity BIS functions can't be overwritten anymore, would be a nice catchall solution to just alter BIS_fnc_moduleWeather, BIS_fnc_setFog and BIS_fnc_setOvercast. |
With the ace_weather.pbo installed, I can't produce any rain at all. Also, will setting weather by PramsArray be possible? |
@PapaReap
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With the current ACE3 system you cannot manually manipulate weather anymore (same as in ACE2). This is by design, cause that commands don't correctly sync accross the network. We might be adding api calls later to do the same in a network friendly way |
By manipulate weather, are you talking about after mission start (not looking to do this)? How about before mission load by prams. For instance, one day we want to play the same mission sunny, next time, rainy. Is this no longer possible to set? Guess I don't fully understand, is this pre-decided by time of year and date? |
No, sunny/rainy still work exactly like in vanilla (you set overcast plus overcast forecast in the editor as usual). Zeus modules should still work for that too. Same goes for fog. Wind on the other hand is auto calculated in ACE3, so you can't specify custom wind conditions for a mission or change it on the fly. We may be implementing function calls for this at some point. Using the wind specified on the mission is not feasable for technical reason, so we just override anything set there. |
@esteldunedain, out of interest, could you expand on the technical reason for not being able to use wind values set in the mission? (Or link to somewhere it has been discussed previously) |
In a nutshell and iirc: on the mission you can set wind to random or select a value + forecast. If you choose random, the wind is completely out of sync between clients (inconsistent ballistics, etc). On the other hand, if you choose fixed wind things work better. However the thing is that we don't really have a straightforward way of knowing if wind was set to random or not, so we don't know if we need to force it or not. Hence we are just ignoring what you set on the mission and rolling our own solution. Besides, this allows as to network synced wind fluctuations (impossible with the vanilla system), change wind intensity and variability according to cloud coverage, etc. The only downside is that you cannot currently set the wind conditions manually, but we may add a function to do that in the future. |
Ah, I see. Thanks 👍 |
So for now the best workaround for SP player is to remove ace_weather.pbo, am I correct? Can you tell me what other modules/areas would be impacted? |
Deleting the ace_weather.pbo has several negative side effects (some modules require the weather module). But you can now dynamically disable parts of the weather module: Reference: ACE3/addons/weather/XEH_preInit.sqf Lines 18 to 24 in b3f4bf3
You can also manually update the ace weather parameters by executing the following on the server:
^^ |
@ulteq good info, I'm still wondering exactly what in the weather sync is preventing any rain. |
That bug should be fixed: 062aeae Feedback is welcome. |
Oh, good news. I will give it a whirl in the am. Thank you. |
You might want to decrease the server update interval for easier testing: |
Thanks, good idea. Will do. Edit. It rains again, thank you. Will do more testing later 👍 |
🍌 |
Thank you for your input!:-) I have a probably noob question. Do I have to put this: ace_weather_syncRain = false; into iniq.sqf? Which method did you use? The one that starts with: ace_weather_syncRain = false;... or ace_weather_enableServerController = false;...? |
Just set the overcast to something greater or equal to 0.7 and it'll rain. For example:
You only ever have to disable the sync globals if you want to use 3rd party weather mods together with ACE3.
Doing that allows you to broadcast your own ace weather params to the clients |
I am not sure if we are talking about the same ace_weather.pbo build. I have the one from 22.04.15 distributed by one of the guy from BIS forum ACE thread. If it is already "patched" then I have to wait until he publish a new version. But again, do I have to put those ace_weather_syncRain = false;... into the init.sqf file of the mission?:-) EDIT: I have written this post while you were editing yours. |
What we are talking about was added today: https://github.com/acemod/ACE3/commits/master And please do not modify any ace variables via script unless you know what you are doing. |
What about the ability to have a full on, Hurricane? I mean with a storm that rises up out of the blue during the mission and gets really hairy out there with very strong winds that gust and bend the trees. Heavy rain and big waves. Then, after a time it calms down and goes to a drizzle to a stop. |
Both is now implemented: 3c91f6a |
Hi,
as Ulteq suggested I raised this issue. Currently ArmA offers a possibility to change weather on-the-fly. It can be done via Zeus or MCC. It is extremelly nice feature for any mission creator. Unfortunatelly current system developed by ACE team is not compatible with Zeus/MCC on this field. To be frank I do not understand how the weather is or should be synced but I have two suggestions:
1.) leave the option to choose beetwen ACE and vanilla system
2.) create something like "sync" button. I mean once the mission is created (via MCC or Zeus) the mission maker force the current weather state through ace_weather module to the clients.
Would you consider that? At least the first option?
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