Does it add foggy breath when it’s cold? It should if it doesn’t
Does the rain disappear when inside? I am far too lazy to get the plugin
Hmm, that’s something I could easily add to this. Thanks for the idea!
Unfortunately no, I’m not sure how to go about making particles disappear only under overhangs.
Take a look at this place. It’s got rather pretty rain which disappears under stuff. I think the trick was to work with large blocks at a time, but I haven’t looked at the code.
It’ll give you some inspiration for other weather effects.
[quote=“TwentyTwoPilots, post:9, topic:19816”][quote=“pauljkl”]
Does the rain disappear when inside? I am far too lazy to get the plugin[/quote]
Unfortunately no, I’m not sure how to go about making particles disappear only under overhangs.
[/quote]
Could you cast a ray in the positive Y direction above the player’s head and remove the effect if it hits something?
I could, but then things would look goofy when your camera is right next to the edge of an overhang.
He actually creates over 700 individual parts and CFrames them on each frame so they’d fall, face the camera, and reappear higher in the sky when they hit something. It worked fine on my laptop, but I’m concerned that a method like that would spell doom for any low end machine trying to run it and the rest of the game.
This sounds dope. I’ve actually been working on a weather system myself recently that does stuff similar to this, maybe not as well. I’d use this system in a heartbeat, it’s just that mine is integrated into the game and I have scripted events happen at certain times/dates.
Plus, I’m not sure if yours would work well with around 200,000 parts and around 50 players. If it does though, let me know and I’ll give it a whirl!
I don’t see why it wouldn’t. The client does most of the heaviest lifting by simulating the weather conditions, and even then it isn’t very resource intensive. The server simply determines the weather and tweens between different conditions.
Is this system up for testing somewhere?
The system’s pretty darn good.
One flaw in the game’s logic I noticed is the fact that if someone dies by falling off the map, they’re not sent to jail if their bounty is high enough. This is probably the case because if somebody with high bounty randomly flies off the map because their vehicle wacked out, they’re wrongly assumed to have been killed/reset and are thrown in jail.
What was happening was a few people would get their bounty upwards of 5,000 simply by exploiting this failsafe you have by jumping off the map every time they’re close to getting caught. It’s really annoying.
I recommend detecting their distance from a policeman when they die to check for fraud or having some other way to detect if they’re being pursued.
I could have a Died event check to see if their position is a) within ___ distance of a police officer on the X and Z axis, and below the police officer on the Y axis. I’ve had complaints of this, I just haven’t had the time or drive to getting around to fixing it.
At my studio it’s not working. How can I fix it?
Try setting it up again, you might of set it up wrong.
It is not working. I get this error: cloud_319094400.Model.WeatherScript:35: attempt to call a nil value
Hello! When I am pressing on the plugin it just does absolutely nothing.
Can we get a F in the chat for this plug in
It broke a few months ago :C It no longer works
There’s a fixed version of the plugin by Redon Tech. I’ve tried it and it seems to work perfectly fine apart from adding admins, which you need to manually add.
My apologies for once again reviving this post. Yesterday, I took the time to go over all issues that this plugin accumulated over the past 4 years. No functional component of @TwentyTwoPilots’s Weather System was Changed and nothing was added. All I did was fix every bug users dealt with.
My devforum post and the link to the fully fixed version by me can be found here.