InsertCoins 333 Report post Posted April 5, 2016 Maybe this has been addressed already, but snow seems to not care that it should stop at the roof in the arma 2 barracks. Is this a Namalsk issue or JBAD buildings issue? Share this post Link to post Share on other sites
MudBone 30 Report post Posted April 5, 2016 The original Namalsk map for Arma 2 had a building check that worked with the script. I believe the new script does not. Share this post Link to post Share on other sites
Blacksheep 4 Report post Posted April 5, 2016 ...or someone forgot to close the doors? SCNR 1 Share this post Link to post Share on other sites
Ryonaris 6 Report post Posted April 5, 2016 Just notice on a screenshot from yesterday, that the problem here on ours is the same. http://ironeclipse.eu/attachments/inhut-jpg.480/ I think it's radioactive snow which falls through walls. 2 Share this post Link to post Share on other sites
Torndeco 233 Report post Posted April 5, 2016 Its an Arma Issue. Arma weather system doesn't do snow... All the snow scripts are particle effects to give an illusion of snow. Short version There is no nice way to make a snow script that works 100% in arma without killing players fps. Longer Version I haven't looked at exile/namalsk snow script yet. You can add a building check, but then you need to spawn more particle effects around the building. So when a player is inside, they will still see it snowing outside. But then you need to worry about wind, blowing the particle effects through the walls of the building. It can become tedious to create a snow script that has the look you want and works ok for most of the time. All while trying not to kill a clients FPS, with all the checks 1 Share this post Link to post Share on other sites
MudBone 30 Report post Posted April 6, 2016 (edited) 22 hours ago, Torndeco said: Its an Arma Issue. Arma weather system doesn't do snow... All the snow scripts are particle effects to give an illusion of snow. Short version There is no nice way to make a snow script that works 100% in arma without killing players fps. Longer Version I haven't looked at exile/namalsk snow script yet. You can add a building check, but then you need to spawn more particle effects around the building. So when a player is inside, they will still see it snowing outside. But then you need to worry about wind, blowing the particle effects through the walls of the building. It can become tedious to create a snow script that has the look you want and works ok for most of the time. All while trying not to kill a clients FPS, with all the checks I have the original scripts from the Arma 2 version of Namalsk Crisis. They produced a random, light snowfall across the whole map (since it doesn't start and stop snowing at the snowline in real life) They also have a check for being inside a house (which is being used by the EVR overload script that has been converted. I've been trying to make this work on our server (because I dislike the built in snow effect), but I'm no coder. If you'd like to take a look the script is here. scriptName "fn_dzn_snowfall.sqf"; /* File: fn_dzn_snowfall.sqf Author: Sumrak Description: Simple snowfall script for Namalsk OR DayZ: Namalsk Parameter(s): _this select 0: Double - time (default 3.0) _this select 1: Double - density (can be 0 - 1, default 0.5) Returns: Nice snow particle effect with a proper density and for the defined time. */ private["_dzn_snow_density", "_dzn_snow_pc", "_dzn_snow_timer", "_isinbuilding", "_isInsideBuilding"]; if (isNil "_this") then { _this = []; }; if (count _this > 0) then { _dzn_snow_timer = abs (_this select 0); } else { _dzn_snow_timer = 3; }; if (count _this > 1) then { if ((_this select 1) != -1) then { _dzn_snow_density = abs ( 100 * (_this select 1)); } else { _dzn_snow_density = 0; }; } else { _dzn_snow_density = 50; }; _d = 35; _h = 18; _dzn_snow_pc = 0; snow = _dzn_snow_density / 100; _isInsideBuilding = compile preprocessFileLineNumbers "\addons\snow\fn_isInsideBuilding.sqf"; while {_dzn_snow_timer >= 0} do { _position = getPos player; if ([player] call _isInsideBuilding) then { _isinbuilding = true; } else { _isinbuilding = false; }; while {(_dzn_snow_pc < _dzn_snow_density) && !_isinbuilding} do { _dpos = [((_position select 0) + (_d - (random (2 * _d))) + ((velocity vehicle player select 0) * 6)), ((_position select 1) + (_d - (random (2 * _d))) + ((velocity vehicle player select 1) * 6)), ((_position select 2) + _h)]; drop ["\ca\data\cl_water", "", "Billboard", 1, 8, _dpos, wind, 1, 0.0001, 0.0, 0.5, [0.05, 0.05, 0.05], [[1, 1, 1, 0], [1, 1, 1, 1], [1, 1, 1, 1], [1, 1, 1, 1]], [0, 0], 0.2, 1.2, "", "", ""]; _dzn_snow_pc = _dzn_snow_pc + 1; }; sleep 0.1; _dzn_snow_timer = _dzn_snow_timer - 0.1; _dzn_snow_pc = 0; }; snow = 0; The inside building script is: /* Property of DayZ modification - http://www.dayzmod.com/ */ private["_unit1","_building","_type","_relPos","_boundingBox","_min","_max","_myX","_myY","_myZ","_inside"]; _unit1 = _this select 0; //_building = _this select 1; _building = nearestObject [_unit1, "HouseBase"]; _type = typeOf _building; _relPos = _building worldToModel (getPosATL _unit1); _boundingBox = boundingBox _building; //diag_log ("DEBUG: Building: " + str(_building) ); //diag_log ("DEBUG: Building Type: " + str(_type) ); //diag_log ("DEBUG: BoundingBox: " + str(_boundingBox) ); _min = _boundingBox select 0; _max = _boundingBox select 1; //diag_log ("Min: " + str(_min) ); //diag_log ("Max: " + str(_max) ); _myX = _relPos select 0; _myY = _relPos select 1; _myZ = _relPos select 2; //diag_log ("X: " + str(_myX) ); //diag_log ("Y: " + str(_myY) ); //diag_log ("Z: " + str(_myZ) ); if ((_myX > (_min select 0)) and (_myX < (_max select 0))) then { if ((_myY > (_min select 1)) and (_myY < (_max select 1))) then { if ((_myZ > (_min select 2)) and (_myZ < (_max select 2))) then { _inside = true; } else { _inside = false; }; } else { _inside = false; }; } else { _inside = false; }; //diag_log ("isinBuilding Check: " + str(_inside) ); _inside Would be great if we could get this to work. Edited April 6, 2016 by MudBone Share this post Link to post Share on other sites
Patrix87 210 Report post Posted April 6, 2016 killzonekid wrote a script checking if someone or something is inside a building. https://community.bistudio.com/wiki/lineIntersectsSurfaces Share this post Link to post Share on other sites
Torndeco 233 Report post Posted April 6, 2016 Prob with that script is when you are inside a building there is no snow i.e step inside a building look behind you and notice all the snowing has stopped Like i said there is no nice way to get snow to work 100% without killing client fps imo. You can try to get it close, but there will always be a cause were the snow glitches in through some random building wall Share this post Link to post Share on other sites
Patrix87 210 Report post Posted April 6, 2016 25 minutes ago, Torndeco said: Prob with that script is when you are inside a building there is no snow i.e step inside a building look behind you and notice all the snowing has stopped Like i said there is no nice way to get snow to work 100% without killing client fps imo. You can try to get it close, but there will always be a cause were the snow glitches in through some random building wall I don't know how Bohemia does it but Rain does not get inside buildings or bellow things... Share this post Link to post Share on other sites
InsertCoins 333 Report post Posted April 6, 2016 Just another day in ARMA Share this post Link to post Share on other sites