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#185277 Posted at 2016-01-13 02:12        
     
DUWS has it's own weather script so simply adding a line in the init.sqf might not change anything. Depending on the DUWS fork you're playing, the init.sqf should have a line like:

if (isNil "weather_type") then {weather_type = "tropical";};     // choose between "tropical" - "arid" - "temperate" - "temperate_cold" - "mediterranean"

I don't remember any of those choices being particularly foggy though. Choose one, then you can edit the setFog parameters in dialog\startup\weather.sqf. Increase _fog_intensity and _fog_height... and for feel it might also help to adjust _overcast_intensity as well.

    case "tropical":
    {
    while {_weather_loop} do {
    _wait_after = 900; // EN SECONDES
    
    _fog_time = 5; // EN MINUTES !!
    _fog_time = (_fog_time * 60); // transforme en secondes
    _fog_intensity = random 6;
    _fog_intensity = (_fog_intensity / 10); // transforme en dixèmes
    _fog_intensity = (_fog_intensity + 0.3); // donne la valeur min
	if (_fog_intensity<0.01) then {_fog_intensity = 0.01};
    _fog_height = random 1;
    _fog_height = (_fog_height / 10); // transforme en centiemes 
	if (_fog_height<0.1) then {_fog_height = 0.1};	
	diag_log format ["DUWS DEBUG: %3 setFog [%1, %2, 10]", _fog_intensity, _fog_height, _fog_time];
    _fog_time setFog [_fog_intensity, _fog_height, 10];

    _overcast_intensity = random 1;
    0 setOvercast _overcast_intensity;
	OvercastVar = _overcast_intensity;
    publicVariable "OvercastVar";
    FogVar = fogParams;
    publicVariable "FogVar";
    WindVar = Wind;
    publicVariable "WindVar";
	weatherdone = true;
	

    _wait_total = _fog_time + _wait_after;
    _wait_total_minute = _wait_total / 60;
    sleep (_wait_total);
	
    }; //end while
    }; //end case

I haven't done much with DUWS in a while, but that should be the place to start.