Weather Assetsο
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.
How to test?ο
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 Referenceο
Type string: SDG.Unturned.WeatherAsset
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 βTime of Dayβ section.
Effects array: Refer to the βEffectsβ 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 Propertiesο
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 the βColorβ section.
Fog_Density float: Functions similarly to fog intensity in ambiance volume. Value must be within [0, 1].
Cloud_Color struct: Inner body of cloud. Refer to the βColorβ section.
Cloud_Rim_Color struct: Outer edge of cloud. More visible than inner color. Refer to the βColorβ section.
Brightness_Multiplier float: All ambient lighting colors are multiplied by this.
Effect Propertiesο
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 βAlways Simulateβ.
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 Propertiesο
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 Conditionsο
Global weather state and current weather intensity blend can be tested through NPC conditions. Refer to Conditions documentation for documentation.