Difference between revisions of "nextWeatherChange"

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(see also)
m (<pre> to <code> + added forceWeatherChange to "see also" inspired by Skype chat & http://forums.bistudio.com/showthread.php?152866-General-Discussion-(dev-branch)&p=2638861&viewfull=1#post2638861)
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| [[Number]] |= Return value
 
| [[Number]] |= Return value
 
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|x1= <pre>_seconds=nextWeatherChange</pre>
+
 
 +
|x1= <code>_seconds = [[nextWeatherChange]];</code> |= Example 1
  
 
| mp = Each client and the server can have differing weather. |= Multiplayer
 
| mp = Each client and the server can have differing weather. |= Multiplayer
  
| [[fog]], [[fogForecast]], [[setFog]], [[overcast]], [[setOvercast]], [[overcastForecast]] |= See also
+
| [[fog]], [[fogForecast]], [[setFog]], [[overcast]], [[setOvercast]], [[overcastForecast]], [[forceWeatherChange]] |= See also
 
}}
 
}}
  

Revision as of 11:56, 11 April 2014

Introduced with Armed Assault version 1.00
  

Click on the images for descriptions

Introduced in

Game:
Armed Assault
Version:
1.00

Description

Description:
Return the remaining time (in seconds) over which the current weather change will occur. When a weather change finishes, the game engine will automatically generate a new random weather change over a realistic time period (minimum of 90 minutes).

Syntax

Syntax:
Number = nextWeatherChange
Return Value:
Number

Examples

Example 1:
_seconds = nextWeatherChange;

Additional Information

Multiplayer:
Each client and the server can have differing weather.
See also:
fogfogForecastsetFogovercastsetOvercastovercastForecastforceWeatherChange

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

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