nayo1416 0 Posted February 3, 2020 Im an owner of a private server,I dont want rains in my server,how? I tried to modify init.c but it didnt work. Share this post Link to post Share on other sites
WOLVERlNES 135 Posted March 1, 2020 Why? It’s a survival game and dynamic weather conditions play an important role on how to deal with changing conditions. Our character’s have to be played to adapt to those changes — it’s what makes Day Z, Day Z. I own a server and have been modding it, but haven’t seen anything about weather behavior yet — so we might not be able to affect it. But if I see something in the xml files I’ll let ya know. Share this post Link to post Share on other sites
drgullen 596 Posted March 1, 2020 You used to be able to configure the weather as you see fit in the init.c file, but I think since Livonia came out, that doesn't work anymore -- not sure how to do it now. Share this post Link to post Share on other sites
RuffZ 7 Posted March 4, 2020 (edited) Editing the init.c file does not seem to work after the patch. Edited March 5, 2020 by RuffZ Share this post Link to post Share on other sites
RuffZ 7 Posted March 20, 2020 Bump, please someone has to have an answer for reducing or eliminating the rain in Livonia. Share this post Link to post Share on other sites
Shark272 1 Posted May 16, 2020 So for everyone who wants to have a functioning weather system on their server: The weather must come after the hive. It is a mistake on Bohemia's part to put it before the hive. As an example, it should look like this for you: //INIT ECONOMY-------------------------------------- Hive ce = CreateHive(); if ( ce ) ce.InitOffline(); //INIT WEATHER AFTER ECONOMY INIT------------------------ Weather weather = g_Game.GetWeather(); weather.MissionWeather(true); // false = use weather controller from Weather.c weather.GetOvercast().SetLimits( 0.0 , 0.9 ); weather.GetRain().SetLimits( 0.0 , 0.0 ); weather.GetFog().SetLimits( 0.0 , 0.1 ); weather.GetOvercast().Set( Math.RandomFloatInclusive(0.02, 0.9), 1, 0); //weather.GetRain().Set( 0, 0, 0); weather.GetRain().Set( Math.RandomFloatInclusive(0.0, 0.1), 1, 0); weather.GetFog().Set( Math.RandomFloatInclusive(0.0, 0.1), 1, 0); weather.GetOvercast().SetForecastTimeLimits( 1800 , 1800 ); weather.GetRain().SetForecastTimeLimits( 600 , 600 ); weather.GetFog().SetForecastTimeLimits( 600 , 600 ); weather.SetWindMaximumSpeed( 20 ); weather.SetWindFunctionParams( 0, 0, 1 ); the rain value is now 0 - weather.GetRain (). SetLimits (0.0, 0.0); the next line would be from nothing to maximum weather.GetRain (). SetLimits (0.0, 1.0); If you only want 50% heavy rain, use the weather.GetRain (). SetLimits (0.0, 0.5); With the line: weather.GetRain (). Set (Math.RandomFloatInclusive (0.0, 0.1), 1, 0); gives her the chance of chance when it rains how strong he is. So if weather.GetRain (). SetLimits (0.0, 0.5); only 10% of the 50% will rain. Best regards, your Shark272 https://discord.gg/mYhq3jt 1 Share this post Link to post Share on other sites