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  #1  
Old 11-24-2010, 09:34 PM
DrakilorP2P DrakilorP2P is offline
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Quick Guide to Weather Effects

This script goes into a weapon/GUI-script.

PHP Code:
//#CLIENTSIDE
function onCreated()
{
  if (!
weathereffectsenabled) return; // Important
  
  
defineEmitters();
  
  
onTimeout();
}

function 
onTimeout()
{
  
// Code goes here.
  
  
setTimer(1);
}

function 
defineEmitters()
{
  
this.weather_rain findImg(200);
  
  
with (this.weather_rain) {
    
layer 5;
    
0;
    
0;
    
    
with (emitter) {
      
delaymin 0.05;
      
delaymax 0.05;
      
nrofparticles 1;
      
emitautomatically false;
      
autorotation true;
      
emissionoffset = {-2, -20};

      
with (particle) {
        
image "g4_particle_spark.png";
        
zoom 1;
        
red 0;
        
green 0.25;
        
blue 1;
        
alpha 0.75;
        
mode 0;
        
lifetime 5;
        
speed 1000;
      }

      
removemodifiers(); // Make sure there aren't any duplicate modifiers.
      
addlocalmodifier("once"00"angle""replace"degtorad(-80), degtorad(-60));
      
addlocalmodifier("once"00"x""replace"0screenwidth);
    }
  }
}

function 
GraalControl.onResize()
{
  
// This code is here because the rain effect depends on screenwidth.
  
defineEmitters();

The reason the 'weathereffectsenabled' line is important is that it exits the script if the player has weather effects turned off in the F3 menu. It's not fun when you have a slow computer and you turn off effects, only for the playerworld to display them anyway.

There's some code that creates a rain effect. Its specifics are not too important, but what is important is that we now have a particle effect floating around in memory, and that we can access it via the variable 'this.weather_rain'.

The following code goes into the serverside part of the script. It creates a variable called 'serverr.weather', and alternates its value between "rain" and "" every five seconds. We'll get back to this later.

PHP Code:
function onCreated()
{
  
onTimeout();
}

function 
onTimeout()
{
  if (
serverr.weather == "rain"serverr.weather "";
  else 
serverr.weather "rain";
  
  
setTimer(5);

'serverr.' variables are great because you can read them clientside, and it'll have the same value for every player. This means that if you have two computers running Graal, it will rain on both screens at the same time.
We'll have to change the script to make this happen first though:

PHP Code:
function onTimeout()
{
  
updateWeather();
  
  
setTimer(1);
}

function 
updateWeather()
{
  if (
serverr.weather == "rain"this.weather_rain.emitter.emitautomatically true;
  else 
this.weather_rain.emitter.emitautomatically false;

We're now clientside again, but serverr.weather still works.

You might remember how I said earlier that the particle effect was floating in memory. At no point am I actually removing it; I'm just turning it off when it's not raining. And that's what the 'emitautomatically' variable does; it lets you turn on and off particle effects smoothly without suddenly hiding particles that are in mid-flight.

You probably don't want to see rain indoors. There's no standard way to tell indoors from outdoors, but a good approximate is to look at if the player is on a gmap:

PHP Code:
function onPlayerEnters()
{
  
updateWeather();
  
  
temp.inside = (player.gmap.name == "");
  if (
temp.inside) {
    
this.weather_rain.emitter.removeparticles();
  }
}

function 
updateWeather()
{
  
temp.outside = (player.gmap.name != ""); 
  
  if (
temp.outside && serverr.weather == "rain"this.weather_rain.emitter.emitautomatically true;
  else 
this.weather_rain.emitter.emitautomatically false;
  
  if (
temp.outside && serverr.weather == "snow"this.weather_snow.emitter.emitautomatically true;
  else 
this.weather_snow.emitter.emitautomatically false;

I'm using 'removeparticles' in order to abruptly end the effect when the player walks inside. If it stops raining while outside it will still be a smooth transition though.

Here's the final script. It's all the same as above, except there's now snow, and I added an event function called 'onWeatherChanged', so that the script can show a flavour text when the snowing starts.

PHP Code:
function onCreated()
{
  
onTimeout();
}

function 
onTimeout()
{
  if (
serverr.weather == "rain"serverr.weather "snow";
  elseif (
serverr.weather == "snow"serverr.weather "";
  elseif (
serverr.weather == ""serverr.weather "rain";
  
  
setTimer(10);
}

//#CLIENTSIDE
function onCreated()
{
  if (!
weathereffectsenabled) return; // Important
  
  
defineEmitters();
  
  
onTimeout();
}

function 
onTimeout()
{
  if (
this.previousWeather != serverr.weather) {
    
this.previousWeather serverr.weather;
    
    
this.trigger("onWeatherChanged"serverr.weather);
  }
  
  
setTimer(1);
}

function 
onWeatherChanged(newWeather)
{
  
updateWeather();
  
  if (
newWeather == "snow"player.chat "It's freezing!";
}

function 
onPlayerEnters()
{
  
updateWeather();
  
  
temp.inside = (player.gmap.name == "");
  if (
temp.inside) {
    
this.weather_rain.emitter.removeparticles();
    
this.weather_snow.emitter.removeparticles();
  }
}

function 
updateWeather()
{
  
temp.outside = (player.gmap.name != ""); 
  
  if (
temp.outside && serverr.weather == "rain"this.weather_rain.emitter.emitautomatically true;
  else 
this.weather_rain.emitter.emitautomatically false;
  
  if (
temp.outside && serverr.weather == "snow"this.weather_snow.emitter.emitautomatically true;
  else 
this.weather_snow.emitter.emitautomatically false;
}

function 
defineEmitters()
{
  
this.weather_rain findImg(200);
  
  
with (this.weather_rain) {
    
layer 5;
    
0;
    
0;
    
    
with (emitter) {
      
delaymin 0.05;
      
delaymax 0.05;
      
nrofparticles 1;
      
emitautomatically true;
      
autorotation true;
      
emissionoffset = {-2, -20};

      
with (particle) {
        
image "g4_particle_spark.png";
        
zoom 1;
        
red 0;
        
green 0.25;
        
blue 1;
        
alpha 0.75;
        
mode 0;
        
lifetime 5;
        
speed 1000;
      }

      
removemodifiers(); // Make sure there aren't any duplicate modifiers.
      
addlocalmodifier("once"00"angle""replace"degtorad(-80), degtorad(-60));
      
addlocalmodifier("once"00"x""replace"0screenwidth);
    }
  }
  
  
this.weather_snow findImg(201);
  
  
with (this.weather_snow)
  {
    
10;
    
attachtoowner true;
    
    
with (emitter) {
      
nrofparticles 1;
      
delaymin 0.1;
      
delaymax 0.1;
      
checkbelowterrain true;
      
      
with (particle) {
        
image "g4_particle_whitespot.png";
        
mode 1;
        
zoom 0.4;
        
        
lifetime 10;
        
speed 0;
      }
      
      
with (dropemitter)
      {
        
nrofparticles 1;
        
        
with (particle)
        {
          
image "g4_particle_whitespot.png";
          
mode 1;
          
zoom 0.4;
          
layer 0;
          
          
lifetime 3;
          
speed 0;
        }
        
        
removemodifiers();
        
addlocalmodifier("range"0particle.lifetime"alpha""replace"10);
      }
      
      
removemodifiers();
      
addlocalmodifier("once"00"x""add", -1616);
      
addlocalmodifier("once"00"y""add", -1616);
      
addlocalmodifier("once"00"movez""replace", -3, -5);
      
addlocalmodifier("once"00"movex""replace", -11);
      
addlocalmodifier("range"01"alpha""replace"01);
      
addglobalmodifier("impulse"0.52"movex""add", -22);
    }
  }
}

function 
GraalControl.onResize()
{
  
// This code is here because the rain effect depends on screenwidth.
  
defineEmitters();

What's left to do now is edit the part of the script that updates 'serverr.weather'. For example, you might want it to pick a random weather every hour or so.
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  #2  
Old 11-24-2010, 10:46 PM
Crow Crow is offline
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Saw the thread title and was excited, because there is this one thing about weather effects I'm never sure about. What do you guys prefer, layers up to or above 3 for the weather effects? I can see that you got yours on 5. Additionally, why do you choose this layer (to all of you)?
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Old 11-25-2010, 01:52 AM
DrakilorP2P DrakilorP2P is offline
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Quote:
Originally Posted by Crow View Post
Saw the thread title and was excited, because there is this one thing about weather effects I'm never sure about. What do you guys prefer, layers up to or above 3 for the weather effects? I can see that you got yours on 5. Additionally, why do you choose this layer (to all of you)?
<4 if you have time to waste making it work while moving fast on the overworld.
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  #4  
Old 11-25-2010, 06:00 PM
Crow Crow is offline
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Quote:
Originally Posted by DrakilorP2P View Post
<4 if you have time to waste making it work while moving fast on the overworld.
Which is my main concern with that choice. I couldn't get the landing-on-water-emitters working with layers >3 though, which means I'd have to get rid of some nice splashy effects when my rain hits water.
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