Mit diesem Script kann man das Wetter etwas zufälliger gestalten. Wer will kann es auch mal im MP ausprobieren und testen ob es DESYNCs gibt.
function InitWeather() -- Erstmal ganz normal das Wetter einstellen AddPeriodicSummer (300) AddPeriodicRain ( 60) -- Jetzt die neuen Wetterperioden einstellen Weather.AddPeriodicSummer (240, 360) -- Minimum Dauer, Maximum Dauer Weather.AddPeriodicRain ( 30, 90) Weather.AddPeriodicWinter (120, 240) -- Die Wetterlagen sollen nacheinander oder zufällig erscheinen? (WEATHER_PERIODIC oder WEATHER_RANDOM) Weather.SetOrder(WEATHER_PERIODIC) -- Starten! Weather.Init() end
StartSummerOrig = StartSummer function StartSummer(_seconds) if Weather.IsActive then Weather.Init(_seconds) end StartSummerOrig(_seconds) end StartRainOrig = StartRain function StartRain(_seconds) if Weather.IsActive then Weather.Init(_seconds) end StartRainOrig(_seconds) end StartWinterOrig = StartWinter function StartWinter(_seconds) if Weather.IsActive then Weather.Init(_seconds) end StartWinterOrig(_seconds) end GUI.SetWeatherOrig = GUI.SetWeather function GUI.SetWeather(_weathertype) if Weather.IsActive then Weather.Init(300) end GUI.SetWeatherOrig(_weathertype) end Logic.GetNextWeatherStateOrig = Logic.GetNextWeatherState function Logic.GetNextWeatherState() if Weather.IsActive then return Weather.Next.Type end return Logic.GetNextWeatherStateOrig() end Logic.GetTimeToNextWeatherPeriodOrig = Logic.GetTimeToNextWeatherPeriod function Logic.GetTimeToNextWeatherPeriod() if Weather.IsActive then return Weather.TimeToNextWeatherPeriod end return Logic.GetTimeToNextWeatherPeriodOrig() end --++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ WEATHER_PERIODIC = 1 WEATHER_RANDOM = 2 Weather = {Periods = {}, IsActive = false, Order = WEATHER_PERIODIC} Weather.Init = function(_delay) Weather.Count = table.getn(Weather.Periods) if Weather.Count > 0 then if Weather.IsActive then Weather.Stop() end Weather.Tick = 0 Weather.Current = {Duration = (_delay or 1), Index = 0} Weather.Next = Weather.AddElement() Weather.Id = StartSimpleJob("WeatherStart") Weather.IsActive = true end end Weather.Start = function() Weather.Tick = Weather.Tick + 1 Weather.TimeToNextWeatherPeriod = Weather.Current.Duration - Weather.Tick if Weather.Tick >= Weather.Current.Duration then Weather.Current = Weather.Next Weather.Periods[Weather.Current.Index][1](Weather.Current.Duration) Weather.Next = Weather.AddElement() Weather.Tick = 0 end end WeatherStart = Weather.Start Weather.AddElement = function() local Data = {} if Weather.Order == WEATHER_PERIODIC then if Weather.Current.Index == Weather.Count then Data.Index = 1 else Data.Index = Weather.Current.Index + 1 end else Data.Index = GetRandom(Weather.Count) end Data.Duration = GetRandom(Weather.Periods[Data.Index][2], Weather.Periods[Data.Index][3]) Data.Type = Weather.Periods[Data.Index][4] return Data end Weather.Stop = function() EndJob(Weather.Id); Weather.IsActive = false end Weather.SetOrder = function(_order) Weather.Order = _order end Weather.AddPeriodicSummer = function(_min, _max) table.insert(Weather.Periods, {StartSummerOrig, _min, _max, 1}) end Weather.AddPeriodicRain = function(_min, _max) table.insert(Weather.Periods, {StartRainOrig, _min, _max, 2}) end Weather.AddPeriodicWinter = function(_min, _max) table.insert(Weather.Periods, {StartWinterOrig, _min, _max, 3}) end
Mit diesem zusätzlichen optionalen Code werden bessere Zufallszahlen erzeugt.
Siehe: GetRandom()