hi all
wonder if you can hep me with a question .. when you add a weather script what controls the speed that the weather script is read ? ide like to make the changes in weather an light pass more slowly for realism in the script
hi all
wonder if you can hep me with a question .. when you add a weather script what controls the speed that the weather script is read ? ide like to make the changes in weather an light pass more slowly for realism in the script
Dead Island
Hi,
i dont know which game you're talking about, Call of juarez the cartel?
Some modders are making mods with Dead island which have the same data and behaviour as Coj the cartel.
So i suggest you to browse their forum and look in this thread first:
VAC Ban Warning
http://forums.steampowered.com/forum...postcount=1310
Then search for this thread:
dynamic day and night.
At this adress:
http://forums.steampowered.com/forum....php?t=2106453
Last edited by cr1m3; 02-10-2012 at 10:23 PM.
hi cr1m3
thanks for the reply the dynamic night an day work on there is my work.i asked on the dead island forums did anyone have any idea no reply
so i thought ide ask on here as your more experienced in working with the chrome engine.. an may have a idea what controls the actual reading of the script,, the time window in the real world for example it takes 45 min to go from 0.000 to 1.000 .i know its adjustable as the resort runs the same speed as the city the jungle 20 times faster an the new ryder dlc run in almost real time .i made a video on you tube to ask the question an speeded the video up to show the speed the script is moving http://www.youtube.com/watch?v=oZwXD...feature=relmfu
any ideas what it may be would be gratefully appreciated
Dead Island
Hi, i discovered what seems to control the weather script, i mean what is saying to the game to load the dynamic weather script. If you search the word "weather" in any exp file, you can see that :So if you modify the script directory in the exp's text, you can set which dynamic weather script you want to load. And in the exp, there's also A daylength string above the weather script lines, maybe it is possible to modify the daylength value with an hexeditor?
If you try to modify the default weather_none.scrtoCode:import "weathers.scr" sub main() { use None( f_value = 0.0, s_name = "Start" ); use None( f_value = 1.0, s_name = "End" ); }, maybe this will set the daylength as a half day?Code:import "weathers.scr" sub main() { use None( f_value = 0.0, s_name = "Start" ); use None( f_value = 0.5, s_name = "End" ); }
Try to add all dynamic weather scripts in your mod folder = OUT folder.
Dynamic weather scripts;
weathers.scr
weather_none.scr
weather_fpp2.scr
weather_def.scr
from the "Disk:\.........dead island\DI\Data\Scripts" directory
act2a_weather_a.scr
from the "Disk:\...........dead island\DI\Data\Maps\act2a" directory
act4a_weather_a.scr
from the "Disk:\...............dead island\DI\Data\Maps\act4a" directory
for modding the dynamic weather in all levels.
Also try to put all exp's in similar directories but in the out folder then edit them to match with your scripts or edit them directly in the game data but don't go online
with those files modified.
This was only suggestions and ideas but i have'nt tested them yet...
Last edited by cr1m3; 02-11-2012 at 07:07 PM.
hi thanks again i like your thinking .
im just trying a few of your ideas
i like to thank you for your time you have put in answering me![]()
Last edited by nooskids007; 02-11-2012 at 09:55 AM.
hi cr1m3
thanks for the point in the right direction
just letting you know i worked it out![]()
thanks for the help
Last edited by nooskids007; 04-27-2012 at 02:02 PM.
My pleasure,
cool that you still making good DI tweaks and mods.
Hi
yes still making mods for the game
iv done a new cycle for the resort and slowed its cycle speed down and gave it its own weather script so its interdependent from the weather none script
just doing a bit of tweaking on that . that be out soon