Page 1 of 1

Snow effect

Posted: Mon Aug 06, 2012 5:49 am
by enric
How is the snow effect controlled?
Several scenarios of Bulge have snowing effect, I tried using its lighting.txt but don't seem to work.

Re: Snow effect

Posted: Mon Aug 06, 2012 6:51 am
by rf900
There is a script function that can be used to do it:

SetWeather(1); //rain
SetWeather(2); //snow

Re: Snow effect

Posted: Mon Aug 06, 2012 9:09 am
by enric
Thank you!.

Re: Snow effect

Posted: Sat Aug 18, 2012 9:56 pm
by Old_Warrior
Under which function would you place this script? This one?:

FUNCTION PreBattleSetup()

I did a search for this string:

SetWeather(1);

but could not find it in any script. I am sure I have seen rain in the missions. Odd that I could not find the text string.

Re: Snow effect

Posted: Sat Aug 18, 2012 10:07 pm
by Old_Warrior
Ok - found it. Yes, goes in the function I list above.

Re: Snow effect

Posted: Sun Aug 10, 2014 5:30 pm
by Brummbar44
Odd, I've added the SetWeather(1) to my PreBattleSetup function but I don't get rain?

I also have include"Functions.bsf"; so I'm not sure what I am missing?

Re: Snow effect

Posted: Sun Aug 10, 2014 7:26 pm
by enric
Take a look at the Vitality scenario, there is a random, every turn , to make rain or not.

SetWeather(Rand(0,1);
set the weather. 0 = none, 1 = rain. 2 = snow.

Re: Snow effect

Posted: Sun Aug 10, 2014 7:47 pm
by Brummbar44
Thanks Enric!

Excellent scripting...my error was that I had the SetWeather in the PreBattleSetup when it should be in the StartTurn (for anyone else who has this problem).

Re: Snow effect

Posted: Mon Aug 11, 2014 11:09 pm
by jcb989
enric wrote:Take a look at the Vitality scenario, there is a random, every turn , to make rain or not.

SetWeather(Rand(0,1);
set the weather. 0 = none, 1 = rain. 2 = snow.
random, very clever idea.