That’s fair enough, I wasn’t requesting I was just curious if it were possible to.
Hearing this, pretty much answers my question. Hopefully I can require the model from a local script and disable the rain that way. Anyways, thanks for the information.
Edit
Oh nice the requiring from a local script worked and I was able to make a toggle button with that. Thank you.
Yes, read the API documentation, it’s trivial to write a script like that which uses this module. It will not be provided with the module by default since it is not the core purpose of the module to provide this.
I’m sorry if I’m being dumb or I’m missing something, but whenever I use the :Enable() function on the module it gives me this error:
Is there any way that you can help me with this or tell me what I’m doing wrong? Do I need to make a LocalScript or something?
I’m also controlling it from a ServerScript, if that helps.
See above, you require the module and invoke the API, and also this has been answered a few times throughout the thread, please read the replies. There’s documentation inside the module as well.
The module exposes an API that lets you set rain direction. You need to manually get some output from your wind module and convert that to a rain direction and call this module with that.
I’m not going to provide integration with [whatever other module] for you, you’ll have to make the integration happen or find someone who made such integration.
I love this plugin and I’ve been trying to use it with snow instead of rain but the particles are far too big and I would really love to see a size property added!
This is intended for fast-falling precipitation that comes down in sheets (many raindrops per particle, otherwise it is too expensive to render). It probably won’t work well for snow for that reason, it will fall much too regularly and appear very sparse. I recommend looking for another module for that.
Hi! Did you miss me? Probably not, but I got another issue. I’m not sure if this is due to a Roblox engine change, but ever since the CanQuery property was put into effect, this module no longer listens to Transparent parts. If there is a transparent part, the rain will simply ignore it and just land on it anyways when it should fall through.
Unless I’m mistaken, it should allow the rain to pass through the transparent part if it’s fully transparent.
I’ve tried enabling the “Parts must be Non-Transparent” thing for the collision settings, which in my eyes means “It must be visible for the rain to collide with the part”, but that gets ignored anyways.
If I enable that setting without play testing or playing the real game, it works just fine, but when I play test the rain decides to collide with the part in the sky anyways.
I have a part in the sky that drops Candies in random spots in the map. It does use raycasts, but I don’t think that would cause any issue with this in specific (feel free to correct me if I’m wrong). It’s mainly used to check elevation on slopes and such.
I have no clue how to make it go through transparent parts. Disabling CanQuery fixes this issue, but I feel like their might be an instance where my Raycasts will now stop working because of that.
Any help would be appreciated. If you need even more details please let me know.
@buildthomas I have had the rain system in my game for a while now, and for some reason it has started acting strange. Players have reported, that the particles ‘freeze’ when the camera is being moved. Not sure if this is due to the new particle effect changes, but I felt that it should be brought to your attention.
Also thought I might add, that you CAN see this issue in a blank place, with just the plugin, and preview turned on, though it is not as ‘dramatic’ as in a live place.