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Overrides the built-in snow and rain weather with custom events. This is feature is a work-in-progress.
Random weather can be scheduled to occur naturally on a map with the Weather_Types
property of the Level Asset.
This is an Asset v2 class.
When a GUID is passed to the weather command it will start a custom weather event, and 0 can be used to end it.
/weather 819982d7a2b6453488a8c4c5d9efe67f
Volume_Mask
u32 Mask: only enabled while inside an ambience volume with non-zero bitwise AND result. Defaults to 0xFFFFFFFF.
Fade_In_Duration
float: seconds between weather event starting and reaching full intensity.
Fade_Out_Duration
float: seconds between weather event ending and reaching zero intensity.
Ambient_Audio_Clip
Master Bundle Pointer: audio clip to play globally. Volume matches intensity.
Override_Fog
bool: should fog configured in the lighting be overridden?
Override_Atmospheric_Fog
bool: should fog affect the skybox?
Shadow_Strength_Multiplier
float: directional light shadow strength multiplier.
Fog_Blend_Exponent
float: power applied to fog blending alpha.
Cloud_Blend_Exponent
float: power applied to cloud blending alpha.
Wind_Main
float: wind zone windMain value. Will be replaced by more configurable game-specific wind eventually.
Dawn
, Midday
, Dusk
and Midnight
: refer to the Time of Day section.
Effects
array: refer to Effects section.
Stamina_Per_Second
float: stamina +/- buff.
Health_Per_Second
float: health +/- buff.
Food_Per_Second
float: food +/- buff.
Water_Per_Second
float: water +/- buff.
Virus_Per_Second
float: virus +/- buff.
Has_Lightning
bool: if true, lightning will be enabled for this weather type. In the future this should get cleaned up, but for now it is hardcoded for assigning a net id.
Min_Lightning_Interval
float: minimum seconds between lightning strikes.
Max_Lightning_Interval
float: maximum seconds between lightning strikes.
Each of the four main times of day can override certain properties.
Fog_Color
struct: distance-based fog. Optionally overrides the skybox color. Refer to Color section.
Fog_Density
float: [0, 1] similar to fog intensity in ambiance volume.
Cloud_Color
struct: inner body of cloud. Refer to Color section.
Cloud_Rim_Color
struct: outer edge of cloud. More visible than inner color. Refer to Color section.
Brightness_Multiplier
float: all ambient lighting colors are multiplied by this.
Multiple effects can be instantiated while the weather is active.
Prefab
Master Bundle Pointer: game object with a particle system. PlayOnAwake should be disabled. For effects tied to the view it may be helpful to change the culling mode to Always Simulate.
Emission_Exponent
float: power applied to weather intensity multiplied by default constant rate over time.
Pitch
float: x-axis rotation when Rotate_Yaw_With_Wind
is enabled.
Translate_With_View
bool: should position in world-space match the camera? The built-in snow and rain move with the view. Position is zeroed when false. May be useful for transition effects like dust blowing into the map signaling the start of a sandstorm.
Rotate_Yaw_With_Wind
bool: should y-axis rotation match the wind direction? The built-in snow and rain rotate with wind.
Each color can use a custom override, or a color from the level editor lighting panel. Using a level color is primarily for rain and snow backwards compatibility.
Level_Enum
enum: if set then the RGB specified are multiplied by this color.
R
, G
, B
uint8: color channel values.
Global weather state and current weather intensity blend can be tested through NPC conditions. Refer to Conditions.md for documentation.