Habe vor kurzem ein Skriptfetzen gefunden, welches ein ziemlich beeindruchendes Gewitter generiert. Einziges Handycap, es ist sofort voll da. Sprich es gibt keine langsame Unwetter-Entwicklung . man hat es gleich zu 100%.
Man kann es per Trigger starten oder auch zb. in die Init.sqf eintragen:
Code
- h = [] spawn {
- private _fncLightning = {
- params [
- ["_centre", position player, [[]]],
- ["_radius", 300, [0]],
- ["_dir", random 360, [0]]
- ];
- private _pos = _centre getPos [_radius, _dir];
- private _bolt = createVehicle ["LightningBolt", _pos, [], 0, "none"];
- _bolt setPosATL _pos;
- _bolt setDamage 1;
- private _light = "#lightpoint" createVehiclelocal _pos;
- _light setPosATL (_pos vectorAdd [0,0,10]);
- _light setLightDayLight true;
- _light setLightBrightness 300;
- _light setLightAmbient [0.05, 0.05, 0.1];
- _light setlightcolor [1, 1, 2];
- sleep 0.1;
- _light setLightBrightness 0;
- sleep (random 0.1);
- private _lightning = (selectRandom ["lightning1_F","lightning2_F"]) createVehiclelocal [100,100,100];
- _lightning setdir _dir;
- _lightning setpos _pos;
- for "_i" from 0 to (3 + random 1) do {
- private _time = time + 0.2;
- _light setLightBrightness (100 + random 100);
- waituntil {
- time > _time
- };
- };
- deletevehicle _lightning;
- deletevehicle _light;
- };
- while {true} do {
- _intensity = 2 + floor (random 3);
- for "_i" from 0 to (_intensity -1) do {
- [position player, linearConversion [0, 1, random 1, 300, 800]] call _fncLightning;
- };
- sleep 2 + (random 2);
- };
- };