.. _doc_assets_weather: Weather Assets ============== Overrides the built-in snow and rain weather with custom events. This is feature is a work-in-progress. Random weather can be scheduled to occur naturally on a map with the ``Weather_Types`` property of the :ref:`Level Asset `. How to test? ------------ When a GUID is passed to the weather command it will start a custom weather event, and 0 can be used to end it. .. code-block:: shell /weather 819982d7a2b6453488a8c4c5d9efe67f Properties Reference -------------------- **Type** *string*: ``SDG.Unturned.WeatherAsset`` **Volume_Mask** :ref:`u32 Mask `: Only enabled while inside an ambience volume with non-zero bitwise AND result. Defaults to 0xFFFFFFFF. **Fade_In_Duration** *float*: Seconds between weather event starting and reaching full intensity. **Fade_Out_Duration** *float*: Seconds between weather event ending and reaching zero intensity. **Ambient_Audio_Clip** :ref:`Master Bundle Pointer `: Audio clip to play globally. Volume matches intensity. **Override_Fog** *bool*: Should fog configured in the lighting be overridden? **Override_Atmospheric_Fog** *bool*: Should fog affect the skybox? **Shadow_Strength_Multiplier** *float*: Directional light shadow strength multiplier. **Fog_Blend_Exponent** *float*: Power applied to fog blending alpha. **Cloud_Blend_Exponent** *float*: Power applied to cloud blending alpha. **Wind_Main** *float*: Wind zone windMain value. Will be replaced by more configurable game-specific wind eventually. **Dawn**, **Midday**, **Dusk** and **Midnight**: Refer to the ":ref:`Time of Day `" section. **Effects** *array*: Refer to the ":ref:`Effects `" section. **Stamina_Per_Second** *float*: Stamina +/- buff. **Health_Per_Second** *float*: Health +/- buff. **Food_Per_Second** *float*: Food +/- buff. **Water_Per_Second** *float*: Water +/- buff. **Virus_Per_Second** *float*: Virus +/- buff. **Has_Lightning** *bool*: If true, lightning will be enabled for this weather type. In the future this should get cleaned up, but for now it is hardcoded for assigning a net id. **Min_Lightning_Interval** *float*: Minimum seconds between lightning strikes. **Max_Lightning_Interval** *float*: Maximum seconds between lightning strikes. .. _doc_assets_weather:time_of_day: Time of Day Properties ---------------------- Each of the four main times of day can override certain properties. **Fog_Color** *struct*: Distance-based fog. Optionally overrides the skybox color. Refer to the ":ref:`Color `" section. **Fog_Density** *float*: Functions similarly to fog intensity in ambiance volume. Value must be within [0, 1]. **Cloud_Color** *struct*: Inner body of cloud. Refer to the ":ref:`Color `" section. **Cloud_Rim_Color** *struct*: Outer edge of cloud. More visible than inner color. Refer to the ":ref:`Color `" section. **Brightness_Multiplier** *float*: All ambient lighting colors are multiplied by this. .. _doc_assets_weather:effects: Effect Properties ----------------- Multiple effects can be instantiated while the weather is active. **Prefab** :ref:`Master Bundle Pointer `: Game object with a particle system. PlayOnAwake should be disabled. For effects tied to the view it may be helpful to change the culling mode to "Always Simulate". **Emission_Exponent** *float*: Power applied to weather intensity multiplied by default constant rate over time. **Pitch** *float*: X-axis rotation when ``Rotate_Yaw_With_Wind`` is enabled. **Translate_With_View** *bool*: Should position in world-space match the camera? The built-in snow and rain move with the view. Position is zeroed when false. May be useful for transition effects like dust blowing into the map signaling the start of a sandstorm. **Rotate_Yaw_With_Wind** *bool*: Should y-axis rotation match the wind direction? The built-in snow and rain rotate with wind. .. _doc_assets_weather:color: Color Properties ---------------- Each color can use a custom override, or a color from the level editor lighting panel. Using a level color is primarily for rain and snow backwards compatibility. **Level_Enum** *enum*: If set, then the RGB specified are multiplied by this color. **R**, **G**, **B** *uint8*: Color channel values. NPC Conditions -------------- Global weather state and current weather intensity blend can be tested through NPC conditions. Refer to :ref:`Conditions ` documentation for documentation.