Fx weather

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Image:Riddlermirror.gifDue to technical limitations, the name of this article (Fx weather) is incorrect. The correct name for this article is:

fx_weather.
Image:riddler.gif


New in RC2.

Responds to misc_weather_zone and inside/outside brushes in the same way fx_rain, fx_snow, and fx_spacedust do.

Entity name:

fx_weather


relevant keys:

weatherFX - The type(s) of weather effects in use.

count - controls the number of particles that are used in spacedust. Defualt: 0

repeatFX - controls the number of times this effect will be repeated. (This is identical to simply including multiple weatherFX entities with the same weatherFX.) Default: 0 (Or, play it once.) Maximum: 4 (More than this doesn't seem to do anything.) Note this is currently bugged/nonworking, but this is due to the means of how server/client data on weather is synchronized, rather than any engine-level problems. This can be fixed if there's interest in it. You can see the effect of it by using the cheat codes for weather, and repeating the same weather command, which doesn't have any server/client synchronizing, so works okay.

dmg - controls how much damage WFX_OUTSIDEPAIN deals.


angle of entity is unimportant currently, although may in future be used to control wind direction. Same for targeting the fx_weather at another entity. maxs, mins values may also come into use somewhere, unknown yet

Possible values for weatherFX(it's a bitflag key):

0 = WFX_DIE

Stop all currently playing weather and shut down the weather system. This may be able to boost FPS on your map if you're done with weather until the map is restarted. Don't shut down weather and restart it in the same map, as this can have a performance hit. Use WFX_CLEAR if you have any intention of turning the weather back on again later in your map, or if you simply want to change the weather. This is only really relevant for target_weather, as using it in fx_weather will simply have the same effect as not using an fx_weather at all. Note: WFX_DIE is an absolute value and cannot be used with any other weatherFX value.

1 = WFX_CLEAR

Stop all currently playing weather, but leaves the weather system running. Use this to stop all currently playing weather effects. (To play more in addition to the current ones, you simply start them too. Only use WFX_CLEAR if you're wanting to stop weather effects.) This is mostly relevant for target_weather, but can be used in fx_weather in order to pre-load the weather system if you intend to have no weather when your map starts, but to play weather later in the map. Note: WFX_CLEAR is an absolute value and cannot be used with any other weatherFX value.


2 = WFX_FREEZE

This appears to freeze the currently playing weatherFX in position(it'll no longer follow the player around, and no longer animate). The use of this is unknown, but it's probably some form of debugging option Raven Software forgot to remove. You can remove this flag to have the weather effect continue from where it left off, after being frozen.

4 = WFX_ZONE

Unknown. Supposedly takes values: (mins) (maxs) Possibly an old method of defining weather zones? Disabled in code currently as it doesn't seem to do anything.

8 = WFX_WIND

Randomly blows weather around in different directions at different speeds.

16 = WFX_CONSTANTWIND

Adds constantly-on wind to some weather effects. Seems slightly unstable and prone to crashes. Note: To duplicate an fx_snow entity with fx_weather, using WFX_SNOW, WFX_FOG, and then WFX_CONSTANTWIND makes the same calls to the engine... Yet for some unknown reason it seems prone to crashing on map load. The use of WFX_CONSTANTWIND is not recommended, although it does remain available to mappers for experimentation with.

32 = WFX_GUSTINGWIND

Randomly blows weather around in different directions at different speeds. It seems slightly more energetic than WFX_WIND.

64 = WFX_WINDZONE

Unknown. Supposedly takes values: (mins) (maxs) (velocity) Disabled in code currently as it doesn't seem to do anything.

128 = WFX_LIGHTRAIN

Rain. More repeats = more rain.

256 = WFX_RAIN

Rain. More repeats = more rain.

512 = WFX_ACIDRAIN

Green rain. Is purely visual; you'll need to hurt people who're out in it, on your own. WFX_OUTSIDEPAIN is used for that. More repeats = more rain.

1024 = WFX_HEAVYRAIN

More repeats = more rain.

2048 = WFX_SNOW

Snow. More repeats = more snow.

4096 = WFX_SPACEDUST

Spacedust. count controls the number of particles. Default appears to be 0. Typical values tend to be over 1000. Repeats don't seem to do anything.

8192 = WFX_SAND

Brownish clouds/fog. More repeats = thicker clouds.

16384 = WFX_FOG

White clouds/fog. More repeats = thicker clouds.

32768 = WFX_HEAVYRAINFOG

White clouds/fog. More repeats = thicker clouds.

65536 = WFX_LIGHT_FOG

White clouds/fog. More repeats = thicker clouds.

131072 = WFX_OUTSIDESHAKE

Unknown. Possibly camera shaking? Not implemented currently, but can be done in future if there's interest.

262144 = WFX_OUTSIDEPAIN

Enables "outside" damage, using MOD_SLIME as the death method. It's meant for use with WFX_ACIDRAIN. If you set the dmg key on the fx_weather entity, that damage value will be used every 200ms. Otherwise, it defaults to 5 damage/200ms or 25 damage/1 second.

524288 = WFX_COLD

Makes an outside area cold. This is useful for snow and other low-temperature environments. It activates supportive visual effects, like breath fogging. If you want to make all areas of a map cold, see the coldWorld key of worldspawn.

http://www.map-review.com/index.php?page=tutorial_view&id=14

Be sure to check out the outsideBias worldspawn keyword if you're using weather effects in your map, or they may not behave properly in MBII RC2 and up!


GTK Radiant Entity Code

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