Is there any way in which i can add weather such as rain with a .wav file?
I have looked a Shadowdarkes Tuturial but it only gives you a verb for rain i want the rain to be random.
Any help would be great.
Thanks, Super saiyan3
ID:261312
Dec 11 2001, 8:21 am
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In response to Shadowdarke
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Can you leave me and example, because at the moment i am completely lost.
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In response to Super saiyan3
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Super saiyan3 wrote:
Can you leave me and example, because at the moment i am completely lost. I assume you are using the overlay version of daycycle. If not, make the appropriate changes: daycycle() lit = !lit // toggle lit between 1 and 0 if(lit) overlays -= 'black50.dmi' // remove the 50% dither overlays += 'black25.dmi' // add a 25% dither for a fading effect sleep(3) // pause a moment overlays -= 'black25.dmi' // remove the dither else overlays += 'black25.dmi' // add a 25% dither for a fading effect sleep(3) // pause a moment overlays -= 'black25.dmi' // remove the dither overlays += 'black50.dmi' // add the 50% dither <font color=#ffffa0>switch(pick(prob(5); 1, prob(25); 2, prob(70); 3)) if(1) SetWeather(/obj/weather/snow) if(2) SetWeather(/obj/weather/rain) else SetWeather() </font> spawn(20) daycycle() // change the 20 to make longer days and nights The yellow addition to the daycycle() proc will make it select a random type of weather each time the light changes. 70% of the time, it's normal weather, 25% of the time it rains, and 5% of the time, it snows. You can add as many types of weather as you like. I have the weather set up as objs instead of just sending the icon because I was going to build on the system to allow each weather type to have special effects on anyone entering an area with that weather type active. (Ok, so I didn't use rand() in the routine, but I was just responding off the top of my head the first time.) |
In response to Shadowdarke
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Thanks you very much!
But there is still one thing i need to add and that is for that chance that it may rain a .wav file Thanks again for any help i recieve. |
In response to Super saiyan3
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Nice little way to write that. Thats how HTML should be used.
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In response to Super saiyan3
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When you SetWeather() to rain, play your rain wav for everyone in the area. I think
contents << sound('rain.wav') should do the trick. |
In response to Shadowdarke
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I added in the code for the weather and i get this error.
SamuraiJackAku's Revenge.dm:32:error:SetWeather:bad proc SamuraiJackAku's Revenge.dm:33:error:SetWeather:bad proc NOTE: I did not add any of the weather code from the lib beacause i did not want a verb but random chance of rain. |
In response to Super saiyan3
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SetWeather is an area proc from the OutsideArea demo. You should really examine the code and try to understand what parts cause what effects. That's why it is a demo. It is supposed to teach you a concept. It's not intended for you to plug it into your code like a library.
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In response to Shadowdarke
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Ok, i will but can you give me an example, as the demo really deals with the weather as a verb and having it kep out of inside areas.
Thanks. |
The verb was a demonstration of one way you could change the weather effects. You could easily stick random effects into the day/night cycle if you wish. Check out the prob() and rand() procs. ;)