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nrofl

Rain problem

Question

Im not sure you are familiar with Realm667's rain spawner, but I was trying to use it, and it doesnt work. It requires a script to make it work:
 

#include "zcommon.acs"

bool rainswitch = TRUE;

Script "Rain_Follow" ENTER
{
While(TRUE)
    {
    SetActorPosition(1,GetActorX(0)-70*65536,GetActorY(0),GetActorZ(42),0);
    Delay(1);
    }
}

Script "RainSwitchCheck" ENTER
{
While(True)
    {
    If(CheckActorFloorTexture(0,"TX2")||CheckActorFloorTexture(0,"FLAT5_4")||CheckActorFloorTexture(0,"WALL8"))
        {
        rainswitch=True;
        }
    Else
        {
        rainswitch=False;
        }
    Delay(1);
    }
}


str rainhit[10] =
{
    "RAIN1",
    "RAIN2",
    "RAIN3",
    "RAIN4",
    "RAIN5",
    "RAIN6",
    "RAIN7",
    "RAIN8",
    "RAIN9",
    "RAIN10",
};

Script "Rain_Plop" ENTER
{
int raindrop;
SetHUDSIZE(1600,900,0);
While(TRUE)
    {
    If(rainswitch==True)
        {
        If(GetActorPitch(0)<=-0.08)
            {
            raindrop = random(0,9);
            SetFont(rainhit[raindrop]);
            HUDMessage(s:"A"; HUDMSG_FADEOUT|HUDMSG_ALPHA|HUDMSG_ADDBLEND, random(1,500),0,random(-200.0,1600.0), random(-200.0,900.0), 0.02, 1.0, random(0.2, 0.9));
            Delay(3);
            Ambientsound("Ambient/RainHit",255);
            }
        }
    Delay(1);
    }
}

 

This is probably me being stupid, but nevertheless can anybody help?

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3 answers to this question

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//Place the RainDropSpawner on your map, and use values set on the specials tab to modify it

 

//The first argument controls it's area. 128, for example makes it a 256x256 square or 256-radius circle (See fourth argument)
//The second argument controls it's frequency. The lower the number, the heavier the rainfall
//The third argument controls whether or not it plays it's ambient sound. 0 will play the sound, 1 will not
//The fourth argument controls the area type. 0 is a square, 1 is a circle

 

From the DECORATE file I have that uses this actor, that's how you use it.

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