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Posted: Tue Nov 29, 2005 4:07
by solarsnowfall
A more simplistic set up, for a specific situation, would look something like this:

Code: Select all

script 4 open 
{
	int snowx = getactorx(20);
	int snowy = getactory(20);
	int snowz = getactorz(20);
	spawn("MapSpot", snowx + (random(-512, 512) * 65536), snowy +(random(-512, 512) * 65536), snowz, 21, 0);
	spawn("MapSpot", snowx + (random(-512, 512) * 65536), snowy +(random(-512, 512) * 65536), snowz, 22, 0);
	thing_projectile(21, random(207, 209), random(-15, 15), random(15, 30), random(-15, -30));
	thing_projectile(22, random(207, 209), random(-15, 15), random(15, 30), random(-15, -30));
	delay(1);
	thing_remove(21);
	thing_remove(22);
	restart;
}
That's more or less equivolent to snow at 2x, with medium/high variances, in low eastern wind. The snow would be 3 different projectiles, with varying sizes, SpawnIds 207 - 209.

Posted: Sun Dec 04, 2005 2:48
by Xaser
Holy Shiznits, that is looking pretty damn nice! That has got to be the absolute most awesome weather effects I've seen in this engine. I might even have to use a couple of these later on down the road. :P


Oh, and this screenshot is not fake either:
Image