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Does anyone have a snow script?


corking

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Hey - this won't put snow on the ground, but DOES make it snow :D

put this in a file called 'snow.sqf' - then in your mission file init.sqf use: [] execVM "snow.sqf";

Of course you can put it in a folder if you like.

CREDITS: Thread on Opendayz - can't remember which one - but creds are in the comment in the code in the 'spoiler' :)

Hope you like it! We're running it on our server and I love it :D

//Snow Storm

//Modified by Audio Rejectz, all credits go to original creators JW - Snow script / BI - Wind & Dust particles

"filmGrain" ppEffectEnable true;

"filmGrain" ppEffectAdjust [0.02, 1, 1, 0.1, 1, false];

"filmGrain" ppEffectCommit 5;

setviewdistance 900;

bis_fog = 0.8;

setviewdistance 900;

0 setovercast 0.8;

0 setrain 1;

//0 setfog 0.8;

0 setfog bis_fog;

[] spawn {

_delay = 3;

sleep 0.01;

while {true} do {

_delay setovercast 0.9;

_delay setrain 1;

_delay setfog bis_fog;

sleep _delay ;

};

};

//--- Wind & Dust

[] spawn {

waituntil {isplayer player};

setwind [0.201112,0.204166,true];

while {true} do {

_ran = ceil random 2;

// playsound format ["wind_%1",_ran];

_obj = vehicle player;

_pos = position _obj;

//--- Dust

setwind [0.201112*2,0.204166*2,false];

_velocity = [random 10,random 10,-1];

_color = [1.0, 0.9, 0.8];

_alpha = 0.02 + random 0.02;

_ps = "#particlesource" createVehicleLocal _pos;

_ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 12, 8], "", "Billboard", 1, 3, [0, 0, -6], _velocity, 1, 1.275, 1, 0, [9], [_color + [0], _color + [_alpha], _color + [0]], [1000], 1, 0, "", "", _obj];

_ps setParticleRandom [3, [30, 30, 0], [0, 0, 0], 1, 0, [0, 0, 0, 0.01], 0, 0];

_ps setParticleCircle [0.1, [0, 0, 0]];

_ps setDropInterval 0.01;

sleep (random 1);

deletevehicle _ps;

_delay = 10 + random 20;

sleep _delay;

};

};

//Snow script

setWind [0, -5, true];

_obj = player;

_pos = position (vehicle _obj);

_d = 15;

_h = 12;

_h1 = 8;

_h2 = 4;

_density = 20000;

_fog1 = "#particlesource" createVehicleLocal _pos;

_fog1 setParticleParams [

["\Ca\Data\ParticleEffects\Universal\universal.p3d" , 16, 12, 13, 0], "", "Billboard", 1, 10,

[0, 0, -6], [0, 0, 0], 1, 1.275, 1, 0,

[7,6], [[1, 1, 1, 0], [1, 1, 1, 0.04], [1, 1, 1, 0]], [1000], 1, 0, "", "", _obj

];

_fog1 setParticleRandom [3, [55, 55, 0.2], [0, 0, -0.1], 2, 0.45, [0, 0, 0, 0.1], 0, 0];

_fog1 setParticleCircle [0.001, [0, 0, -0.12]];

_fog1 setDropInterval 0.01;

_fog2 = "#particlesource" createVehicleLocal _pos;

_fog2 setParticleParams [

["\Ca\Data\ParticleEffects\Universal\universal.p3d" , 16, 12, 13, 0], "", "Billboard", 1, 10,

[0, 0, -6], [0, 0, 0], 1, 1.275, 1, 0,

[7,6], [[1, 1, 1, 0], [1, 1, 1, 0.04], [1, 1, 1, 0]], [1000], 1, 0, "", "", _obj

];

_fog2 setParticleRandom [3, [55, 55, 0.2], [0, 0, -0.1], 2, 0.45, [0, 0, 0, 0.1], 0, 0];

_fog2 setParticleCircle [0.001, [0, 0, -0.12]];

_fog2 setDropInterval 0.01;

_fog3 = "#particlesource" createVehicleLocal _pos;

_fog3 setParticleParams [

["\Ca\Data\ParticleEffects\Universal\universal.p3d" , 16, 12, 13, 0], "", "Billboard", 1, 10,

[0, 0, -6], [0, 0, 0], 1, 1.275, 1, 0,

[7,6], [[1, 1, 1, 0], [1, 1, 1, 0.04], [1, 1, 1, 0]], [1000], 1, 0, "", "", _obj

];

_fog3 setParticleRandom [3, [55, 55, 0.2], [0, 0, -0.1], 2, 0.45, [0, 0, 0, 0.1], 0, 0];

_fog3 setParticleCircle [0.001, [0, 0, -0.12]];

_fog3 setDropInterval 0.01;

while {true} do

{

_a = 0;

while { _a < _density } do

{

_pos = position player;

_fog1 setpos _pos;

_fog2 setpos _pos;

_fog3 setpos _pos;

0 setRain 0;

_dpos = [((_pos select 0) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 1) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 2) + _h)];

drop ["\ca\data\cl_water", "", "Billboard", 1, 7, _dpos, [0,0,-1], 1, 0.0000001, 0.000, 0.7, [0.07], [[1,1,1,0], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [0,0], 0.2, 1.2, "", "", ""]; _a = _a + 1;

_dpos = [((_pos select 0) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 1) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 2) + _h1)];

drop ["\ca\data\cl_water", "", "Billboard", 1, 7, _dpos, [0,0,-1], 1, 0.0000001, 0.000, 0.7, [0.07], [[1,1,1,0], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [0,0], 0.2, 1.2, "", "", ""];

_dpos = [((_pos select 0) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 1) + (_d - (random (2*_d))) + ((velocity vehicle player select 0)*1)),((_pos select 2) + _h2)];

drop ["\ca\data\cl_water", "", "Billboard", 1, 7, _dpos, [0,0,-1], 1, 0.0000001, 0.000, 0.7, [0.07], [[1,1,1,0], [1,1,1,1], [1,1,1,1], [1,1,1,1]], [0,0], 0.2, 1.2, "", "", ""];

};

sleep 0.2;

};

im trying to find to add snow on my server for x-mas does anyone have a decvent script?

i already found the snowstorm thing but i dont want that

 

im more aiming for

 

http://www.youtube.com/watch?v=jWynA4v7TuI

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Hey - this won't put snow on the ground, but DOES make it snow :D

put this in a file called 'snow.sqf' - then in your mission file init.sqf use: [] execVM "snow.sqf";

Of course you can put it in a folder if you like.

 

 

 

The problem with that, is that it's client side so while it may be snowing for one player, it may not be for another, or the snow might be heavy and light for another. For it to be truely effective, it should be server side.

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