Moin,
Mein Wetter spinnt auf unseren Servern rum, das es nichtmehr feierlich ist!
Es regnet nicht, keine wolken, nur sonne und dezent kalt.
Habe deshalb die Standard Wettereinstellungen drinn. Jedoch ändert dies nichts. Habe schon die scripts pbo ausgetauscht (wo ja die Weather.c datei liegt) - kein Erfolg. ich würde gerne das Standard Vanilla wetter haben...Nur es will halt nicht...
Aktuell meine Init.c:
void main()
{
//INIT WEATHER BEFORE ECONOMY INIT------------------------
//All to set to null give always sunshine, no fog, and less clouds
Weather weather = g_Game.GetWeather();
weather.MissionWeather(false)
//Section A - Overall limits
weather.GetOvercast().SetLimits( 0.0 , 0.0 );
weather.GetRain().SetLimits( 0.0 , 0.0 );
weather.GetFog().SetLimits( 0.0 , 0.0 );
//Section B - Change limits
weather.GetOvercast().SetForecastChangeLimits( 0.0, 0.0 );
weather.GetRain().SetForecastChangeLimits( 0.0, 0.0);
weather.GetFog().SetForecastChangeLimits( 0.0, 0.0 );
//Section C - Time limits
weather.GetOvercast().SetForecastTimeLimits( 0 , 0 );
weather.GetRain().SetForecastTimeLimits( 0 , 0 );
weather.GetFog().SetForecastTimeLimits( 0 , 0 );
//Section D - Session weather intensity values
weather.GetOvercast().Set( Math.RandomFloatInclusive(0.0, 0.0), 0, 0);
weather.GetRain().Set( Math.RandomFloatInclusive(0.0, 0.0), 0, 0);
weather.GetFog().Set( Math.RandomFloatInclusive(0.0, 0.0), 0, 0);
//Section E - Wind settings
weather.SetWindMaximumSpeed(15);
//Maximum windspeed ever
weather.SetWindFunctionParams(0.0, 0.0, 0);
//INIT ECONOMY--------------------------------------
Hive ce = CreateHive();
if ( ce )
{
ce.InitOffline();
}
//DATE RESET AFTER ECONOMY INIT-------------------------
int year;
int month;
int day;
int hour;
int minute;
GetGame().GetWorld().GetDate(year, month, day, hour, minute);
if (((month <= 2) && (day < 5)) || ((month >= 11) && (day > 20)))
{
month = 6;
day = 15;
GetGame().GetWorld().SetDate(2020, 6, 12, 7, 0);
}
}
class CustomMission: MissionServer
{
void SetRandomHealth(EntityAI itemEnt)
{
if ( itemEnt )
{
int rndHlt = Math.RandomInt(55,100);
itemEnt.SetHealth("","",rndHlt);
}
}
override PlayerBase CreateCharacter(PlayerIdentity identity, vector pos, ParamsReadContext ctx, string characterName)
{
Entity playerEnt;
playerEnt = GetGame().CreatePlayer(identity, characterName, pos, 0, "NONE");//Creates random player
Class.CastTo(m_player, playerEnt);
GetGame().SelectPlayer(identity, m_player);
return m_player;
}
override void StartingEquipSetup(PlayerBase player, bool clothesChosen)
{
//RemoveAllItems
player.RemoveAllItems();
//Give universal gear in inventory
ItemBase.Cast(player.GetInventory().CreateInInventory("CanOpener"));
ItemBase.Cast(player.GetInventory().CreateInInventory("Matchbox"));
ItemBase.Cast(player.GetInventory().CreateInInventory("TaloonBag_Green"));
ItemBase.Cast(player.GetInventory().CreateInInventory("BakedBeansCan_Opened"));
ItemBase.Cast(player.GetInventory().CreateInInventory("PeachesCan_Opened"));
ItemBase.Cast(player.GetInventory().CreateInInventory("WaterBottle"));
ItemBase.Cast(player.GetInventory().CreateInInventory("CombatKnife"));
ItemBase.Cast(player.GetInventory().CreateInInventory("Raincoat_Black"));
ItemBase.Cast(player.GetInventory().CreateInInventory("HunterPants_Autumn"));
ItemBase.Cast(player.GetInventory().CreateInInventory("MilitaryBoots_Black"));
ItemBase.Cast(player.GetInventory().CreateInInventory("Rag")).SetQuantity(6); //.SetQuantity(x) set the amount of rags
}
};
Mission CreateCustomMission(string path)
{
return new CustomMission();
}
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