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Multiplayer friendly rain script.

 
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UberGewei
SuperAntler


Joined: 01 Sep 2010
Location: The Netherlands

PostPosted: Mon Aug 23, 2021 2:33 pm    Post subject: Multiplayer friendly rain script. Reply with quote

Hey there!

Here's an (almost) dynamic rain script, that I cooked up quite a while ago.
rain_example.zip Figured it might be of use to someone!

All you need to do is copy the wad contents to your own wad and place the correct ambient sound on your map (not mandatory for it to work).


There are also a number of Cvars so you're able to personalize it to the best of your wishes.

Code:

sv_alwaysrain - enable rain (default: 0)
sv_raindrawdistance - rain draw distance in map units (default: 1000)
sv_raininterval - interval (rain density, 1 is fastest) (default: 5)
sv_rainfallspeed - the raindrop speed, how fast rain falls (default: 96)


There's two ways of activating the script, either by using the Cvar sv_alwaysrain or by making use of the global integer spawnRain (an example is present within the wad).

The dehacked work is based off Medis his work, the corresponding sprite work too! So credit him if you decide to use those (:

Enjoy! Smile
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UberGewei
SuperAntler


Joined: 01 Sep 2010
Location: The Netherlands

PostPosted: Thu Jan 05, 2023 12:12 pm    Post subject: Reply with quote

Here's a newer approach: https://github.com/UberGeweii/acs_snowscript

Unlike acs_rainscript this doesn't require repeated client-side script execution. Instead, the clients are being updated only when server variables have been changed.

To change the variables use 'pukename' in console and puke the following script: "Snow_ChangeVars" (int speed, int drdistance, int minheight)

Example:
Code:
pukename "Snow_ChangeVars" 5 1500 256


<3 u
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