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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| ofpr |= Game name
|game1= ofp
|version1= 1.75


|1.75|= Game version
|game2= ofpe
|version2= 1.00


|eff= local |= Effects in MP
|game3= arma1
____________________________________________________________________________________________
|version3= 1.00


| Set rain density smoothly over the given transition time (in seconds). A transition time of zero means an immediate change. A rain density of zero is no rain, one is maximum rain. Rain is not possible when [[overcast]] is less than 0.7. |= Description
|game4= arma2
____________________________________________________________________________________________
|version4= 1.00


| time '''setRain''' rain |= Syntax
|game5= arma2oa
|version5= 1.50


|p1= time: [[Number]]. In seconds |= Parameter 1
|game6= tkoh
|version6= 1.00


|p2= rain: [[Number]]. Range 0 to 1 |= Parameter 2
|game7= arma3
|version7= 0.50


| [[Nothing]] |= Return value
|gr1= Environment
____________________________________________________________________________________________
 
|x1= <pre>60 setRain 1</pre> |= Example 1
____________________________________________________________________________________________
| mp = Each client and the server can have differing rain values. |= Multiplayer


| [[overcast]], [[setOvercast]], [[rain]] |= See also
|eff= global


|serverExec= server
|descr= Sets rain density smoothly over the given transition time. A transition time of zero means an immediate change.
A rain density of zero is no rain, one is maximum rain. Rain is not possible when [[overcast]] is less than 0.7.
{{Feature|arma3|
Since {{arma3}} this command is multiplayer-synchronised:
* if executed on the server, the changes will propagate globally.
* if executed on a client, the effect is local, temporary and will soon change to the server setting.
Minimum [[overcast]] needed for rain in {{arma3}} is '''0.5'''.
}}
{{Feature|important|
Alternative syntaxes ({{Link|#Syntax 2}} and {{Link|#Syntax 3}}):
* set rain particle params. Rain particles params are client-side params and are ignored on dedicated server. Use helper function [[BIS_fnc_setRain]] if sync is needed in Multiplayer
* have a '''[[Multiplayer Scripting#Locality|local]]''' {{Icon|localeffect|32}} effect
}}
}}


<h3 style="display:none">Notes</h3>
|mp= Prior to {{arma3}}, each client and the server could have different rain values.
<dl class="command_description">
<!-- Note Section BEGIN -->


<!-- Note Section END -->
|s1= time [[setRain]] rain
</dl>


<h3 style="display:none">Bottom Section</h3>
|p1= time: [[Number]] - transition time in seconds to the new value
[[Category:Scripting Commands|SETRAIN]]
 
[[Category:Scripting Commands OFP 1.96|SETRAIN]]
|p2= rain: [[Number]] - new rain value in range 0..1.
[[Category:Scripting Commands ArmA|SETRAIN]]
 
[[Category:Scripting Commands ArmA2|SETRAIN]]
|r1= [[Nothing]]
[[Category:Command_Group:_Environment|SETRAIN]]
 
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
|s2= [[setRain]] rainParams
|s2effect= local
|s2since= arma3 2.08
 
|p21= rainParams: [[Array]] - array of custom [[Arma 3: CfgWorlds Config Reference#class RainParticles | {{hl|RainParticles}}]] params - see [[rainParams]]. Use empty array [] to reset to default config values
 
|r2= [[Nothing]]
 
|s3= [[setRain]] config
|s3effect= local
|s3since= arma3 2.08
 
|p41= config: [[Config]] - config path to a custom class, which contains [[Arma 3: CfgWorlds Config Reference#class RainParticles | {{hl|RainParticles}}]] class. Use [[configNull]] to reset to default config values
 
|r3= [[Nothing]]
 
|x1= <sqf>60 setRain 1;</sqf>
 
|x2= Force no rain:
<sqf>
0 setRain 0;
forceWeatherChange;
999999 setRain 0;
</sqf>
 
|x3= See also [[BIS_fnc_setRain]] since {{arma3}} v2.10:
<sqf>
0 setOvercast 1;
0 setRain 1;
0 setFog 0.1; // snow affects visibility at distance
setHumidity 0.9; // don't want to see dust clouds
enableEnvironment [false, true]; // don't want to see snakes and butterflies either
forceWeatherChange;
[
"a3\data_f\snowflake4_ca.paa", // rainDropTexture - 4 means it has 4 flakes in it. Other available textures: snowflake8_ca.paa, snowflake16_ca.paa
4, // texDropCount - 4 because we are using texture with 4 flakes. Change to 8 or 16 in accordance with other textures used
0.01, // minRainDensity
25, // effectRadius
0.05, // windCoef
2.5, // dropSpeed
0.5, // rndSpeed
0.5, // rndDir
0.07, // dropWidth
0.07, // dropHeight
[1, 1, 1, 0.5], // dropColor
0.0, // lumSunFront
0.2, // lumSunBack
0.5, // refractCoef
0.5, // refractSaturation
true, // snow
false // dropColorStrong
]
call BIS_fnc_setRain;
</sqf>
 
|seealso= [[rainParams]] [[BIS_fnc_setRain]] [[overcast]] [[setOvercast]] [[rain]] [[nextWeatherChange]] [[forceWeatherChange]] [[setFog]] [[setHumidity]]
}}
 
{{Note
|user= Zapat
|timestamp= 20151215143100
|text= [[setTimeMultiplier]] does '''not''' affect transition time.
}}
 
{{Note
|user= Killzone_Kid
|timestamp= 20161116220600
|text= Using {{Link|#Example 2}} on dedicated server might need additional interference on JIP clients. The reason is that JIP has [[rain]] value > 0 slowly changing to 0. To force client to sync one can execute this on client:
<sqf>skipTime 1; skipTime -1;</sqf>
}}

Latest revision as of 18:12, 14 November 2024

Hover & click on the images for description

Description

Description:
Sets rain density smoothly over the given transition time. A transition time of zero means an immediate change. A rain density of zero is no rain, one is maximum rain. Rain is not possible when overcast is less than 0.7.
Arma 3
Since Arma 3 this command is multiplayer-synchronised:
  • if executed on the server, the changes will propagate globally.
  • if executed on a client, the effect is local, temporary and will soon change to the server setting.
Minimum overcast needed for rain in Arma 3 is 0.5.
Alternative syntaxes (Syntax 2 and Syntax 3):
  • set rain particle params. Rain particles params are client-side params and are ignored on dedicated server. Use helper function BIS_fnc_setRain if sync is needed in Multiplayer
  • have a local LELocal effect
Multiplayer:
Prior to Arma 3, each client and the server could have different rain values.
Groups:
Environment

Syntax 1

Syntax:
time setRain rain
Parameters:
time: Number - transition time in seconds to the new value
rain: Number - new rain value in range 0..1.
Return Value:
Nothing

Syntax 2

Syntax:
setRain rainParams
Parameters:
rainParams: Array - array of custom RainParticles params - see rainParams. Use empty array [] to reset to default config values
Return Value:
Nothing

Syntax 3

Syntax:
setRain config
Parameters:
config: Config - config path to a custom class, which contains RainParticles class. Use configNull to reset to default config values
Return Value:
Nothing

Examples

Example 1:
60 setRain 1;
Example 2:
Force no rain:
0 setRain 0; forceWeatherChange; 999999 setRain 0;
Example 3:
See also BIS_fnc_setRain since Arma 3 v2.10:
0 setOvercast 1; 0 setRain 1; 0 setFog 0.1; // snow affects visibility at distance setHumidity 0.9; // don't want to see dust clouds enableEnvironment [false, true]; // don't want to see snakes and butterflies either forceWeatherChange; [ "a3\data_f\snowflake4_ca.paa", // rainDropTexture - 4 means it has 4 flakes in it. Other available textures: snowflake8_ca.paa, snowflake16_ca.paa 4, // texDropCount - 4 because we are using texture with 4 flakes. Change to 8 or 16 in accordance with other textures used 0.01, // minRainDensity 25, // effectRadius 0.05, // windCoef 2.5, // dropSpeed 0.5, // rndSpeed 0.5, // rndDir 0.07, // dropWidth 0.07, // dropHeight [1, 1, 1, 0.5], // dropColor 0.0, // lumSunFront 0.2, // lumSunBack 0.5, // refractCoef 0.5, // refractSaturation true, // snow false // dropColorStrong ] call BIS_fnc_setRain;

Additional Information

See also:
rainParams BIS_fnc_setRain overcast setOvercast rain nextWeatherChange forceWeatherChange setFog setHumidity

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Zapat - c
Posted on Dec 15, 2015 - 14:31 (UTC)
setTimeMultiplier does not affect transition time.
Killzone_Kid - c
Posted on Nov 16, 2016 - 22:06 (UTC)
Using Example 2 on dedicated server might need additional interference on JIP clients. The reason is that JIP has rain value > 0 slowly changing to 0. To force client to sync one can execute this on client: