Arma Reforger Script API
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BaseTimeAndWeatherManagerEntity Interface Reference

Manager entity responsible for managing in-game time and weather, providing the script and gamecode with usable in-game API. More...

Inheritance diagram for BaseTimeAndWeatherManagerEntity:
TimeAndWeatherManagerEntity

Public Member Functions

proto external bool IsNightHour (float hour24)
 
proto external bool IsDayHour (float hour24)
 
proto void SetTimeEvent (string time, Managed inst, func callback, bool delayed=true, bool singleUse=false)
 
proto external bool TryGetCompleteLocalWeather (LocalWeatherSituation lws, float swayFrequency, vector location)
 Returns all information about current weather - rain, fog, overcast, wind.
 

Detailed Description

Manager entity responsible for managing in-game time and weather, providing the script and gamecode with usable in-game API.

Member Function Documentation

◆ IsDayHour()

proto external bool BaseTimeAndWeatherManagerEntity.IsDayHour ( float hour24)

◆ IsNightHour()

proto external bool BaseTimeAndWeatherManagerEntity.IsNightHour ( float hour24)

◆ SetTimeEvent()

proto void BaseTimeAndWeatherManagerEntity.SetTimeEvent ( string time,
Managed inst,
func callback,
bool delayed = true,
bool singleUse = false )

◆ TryGetCompleteLocalWeather()

proto external bool BaseTimeAndWeatherManagerEntity.TryGetCompleteLocalWeather ( LocalWeatherSituation lws,
float swayFrequency,
vector location )

Returns all information about current weather - rain, fog, overcast, wind.

If swayFrequency and location are set, sway is calculated as well (works as with trees and grass). Mind that wetness and water accumulation effects are WIP and they will not be set yet. You can use ref LocalWeatherSituation weatherSituation = new LocalWeatherSituation(); to create the object and pass it as an argument.


The documentation for this interface was generated from the following file: