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WeatherAsset.md

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NOTICE: You are not reading the most up-to-date documentation. This file is old, and may not reflect the current modding or server capabilities. The latest documentation can be found at Unturned Documentation.

This file may be removed in the future. Refer to its more up-to-date equivalent instead.

Weather Asset

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.

How to test?

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

Properties Reference

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.

Time of Day Properties

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.

Effect Properties

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.

Color Properties

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.

NPC Conditions

Global weather state and current weather intensity blend can be tested through NPC conditions. Refer to Conditions.md for documentation.