Scripting Rain Does Work!!!!!!!!!!!!!!!!

Discussion in 'Scripting' started by [CY]Ospery97, Feb 5, 2004.

  1. [CY]Ospery97 Private

    Contributions:
    5
    well - if this is a free q3 engine.... that sounds really good. Unfortanately i use a mac..... so unless someone with the source code- assuming if its a free engine with open source available- hm.... Me and colonel sanders should try to port it. My dad has really good knowledge of C++,Visual Basic,Python etc.... time to get the code warrior cds

    And is this the Scorpio Midget engine we are talking about?
  2. Balr14 Moderator

    Contributions:
    97
    PREMIUM
    I Donated
    I have posted a topic in Off Topic forum about some of what we will be doing. The topic is "It's Mayhem!".
  3. Evilboy Private

    Contributions:
    2
    it s possible to have script for the birgde for exemple ?
    i cant make it thanks
  4. deadeye arrow Private

    Contributions:
    6
    While on the topic of busy servers i would like to say that i have modded my dedicated server and its packed most of the time.

    Its a Spearhead server and i have modded all the maps as much as possible the server name is **********Modded Maps No Rockets No Shotguns**********

    The ip address if anyone is interested is 217.161.41.26.
  5. Gunsmoke Private

    Contributions:
    8
    As far as this rain script, dont listen to whatever these other guys are saying, Please finish working with this script, especially for mohdm6 and the bridge...one big strip of rain down the street and a couple more for the lil extra roads. Dont sound to hard and doesnt have to be perfect. And like someone else said, Ive been seeing alot done that everyone says isnt possible more often, I just cant stand when people get upset about it. I mean, its people like you who will keep MOHAA alive. Also IMO, MOHAA isnt gonna die until everyone thinks its dying and another thing, 2 words: Modern Warfare!!! :beerbang:
  6. [CY]Ospery97 Private

    Contributions:
    5
    you forget these 3 :D

    Band Of Brothers; hehe.
  7. Gunsmoke Private

    Contributions:
    8
    LOL, Yea THose 3 too.
  8. alienworkshop Private

    Contributions:
    10
    ok here is what ive done

    MAIN LEVEL SCRIPT:


    ################################
    // buzzbomb_raiders
    // ARCHITECTURE: Havoc
    // SCRIPTING: Havoc
    // Aditional Scripting: AlienWorkShop/Minister (Same Person)
    main:

    // set scoreboard messages
    setcvar "g_obj_alliedtext1" "EDITED BY"
    setcvar "g_obj_alliedtext2" "[NaBS]Lcpl.Minister"
    setcvar "g_obj_alliedtext3" "----------------"
    setcvar "g_obj_axistext1" "Version"
    setcvar "g_obj_axistext2" ""
    setcvar "g_obj_axistext3" "0.3"

    setcvar "g_scoreboardpic" "buzzbomb"


    level waitTill prespawn




    //*** Precache Dm Stuff
    exec global/DMprecache.scr

    level.script = maps/dm/buzzbomb_raiders.scr
    exec global/ambient.scr buzzbomb_raiders

    $world farplane_color "0.332 0.333 0.339"
    level.fogplane = 4000
    $world farplane level.fogplane
    level waittill spawn

    //$world farclipoverride -1 //Error Causes mohaa to stop reading from script file

    //exec the rain
    exec maps/dm/rain.scr
    exec global/weather.scr

    //exec Player Information
    exec maps/dm/player.scr

    // Execute Teleporter Scripts
    exec maps/dm/T1.scr
    exec maps/dm/T2.scr
    exec maps/dm/T3.scr

    // Auto Messages
    exec maps/dm/automessages.scr

    //exec Mg42 script
    //exec maps/dm/objects.scr
    //exec maps/dm/sandbags.scr

    //exec giant/mini scripts
    exec maps/dm/giant.scr
    exec maps/dm/mini.scr

    //exec ammo script
    exec maps/dm/ammo.scr
    exec maps/dm/ammo2.scr

    end


    ##############################


    RAIN SCRIPT

    ##############################
    thread rain


    rain:
    spawn script_model "targetname" "weatherF" "classname" "func_rain" "origin" "( 1 1 1 )" "angle" "0"
    $weatherF setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
    $weatherF notsolid
    $weatherF show
    $weatherF playsound sound/amb/rain_ext_01.wav
    //setcvar cg_rain_density 13

    spawn script_model "targetname" "weatherR" "classname" "func_rain" "origin" "( 1 1 1 )" "angle" "0"
    $weatherR setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
    $weatherR notsolid
    $weatherR show

    spawn script_model "targetname" "weatherW" "classname" "func_rain" "origin" "( 1 1 1 )" "angle" "0"
    $weatherW setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
    $weatherW notsolid
    $weatherW show
    $weatherW playsound wind_weak

    spawn script_model "targetname" "weatherI" "classname" "func_rain" "origin" "( 1 1 1 )" "angle" "0"
    $weatherI setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
    $weatherI notsolid
    $weatherI show
    $weatherI playsound rain_ext_01
    end

    WEATHER FILE THAT I HAVE: NOT THE IN THE SAME FILE- this is global/weather.scr
    main:
    // local.weatherroof local.weatherwindow local.weatherin local.weatherout local.weatherflash local.weathertreewind

    // if (getcvar(superfps) == "1")
    // end

    level.rain_width = "0.4"
    level.rain_min_dist = 512
    setcvar "cg_density" "10"
    level.startedrainsound1 = 1
    level.startedrainsound2 = 1

    level.farplane = $world.farplane
    level.farplane_color = $world.farplane_color

    $world farplane level.farplane
    $world farplane_color level.farplane_color

    //level.weatherFs = 100

    if ($weatherF == NULL)
    level.weatherFs = 1
    else
    level.weatherFs = $weatherF.size

    if (level.weatherFs > 0)
    level.weatherF = exec global/makearray.scr $weatherF

    if ($weatherR == NULL)
    level.weatherRs = 1
    else
    level.weatherRs = $weatherR.size

    if (level.weatherRs > 0)
    {
    level.weatherR = exec global/makearray.scr $weatherR
    level.weatherR model "fx/dummy.tik"
    }

    if ($weatherI == NULL)
    level.weatherIs = 1
    else
    level.weatherIs = $weatherI.size

    if (level.weatherIs > 0)
    level.weatherI = exec global/makearray.scr $weatherI

    if ($weatherW == NULL)
    level.weatherWs = 1
    else
    level.weatherWs = $weatherW.size

    if (level.weatherWs > 0)
    {
    level.weatherW = exec global/makearray.scr $weatherW
    level.weatherW model "fx/dummy.tik"
    }

    if ($wind == NULL)
    level.winds = 1
    else
    level.winds = $wind.size

    if (level.winds > 0)
    level.wind = exec global/makearray.scr $wind


    //level waittill spawn
    //end

    level.gametype = int( getcvar( g_gametype ) )

    level.rain = 15.0

    if( level.gametype == 0 )
    {
    spawn script_model "targetname" "playersound"
    $playersound thread playersoundorg
    $playersound model "fx/dummy.tik"
    $playersound notsolid

    spawn script_model "targetname" "playersound2"
    $playersound2 thread playersoundorg
    $playersound2 model "fx/dummy.tik"
    $playersound2 notsolid

    spawn script_model "targetname" "playersound3"
    $playersound3 thread playersoundorg
    $playersound3 model "fx/dummy.tik"
    $playersound3 notsolid
    }

    thread unflash
    wait 1
    setcvar "r_fastsky" "0.5"
    $world farplane level.farplane

    if (level.windtime == NIL)
    level.windtime = 15

    if (level.shuttertime == NIL)
    level.shuttertime = 0.8

    if (level.rainvolume == NIL)
    level.rainvolume = 50

    if (level.raindensity == NIL)
    level.raindensity = 14

    if (level.thundertime == NIL)
    level.thundertime = 20

    thread thunder
    if (game.medic != NIL)
    thread medicchanger
    else
    thread weatherchanger

    thread treemovement

    for (local.i=1;local.i<level.interiors+1;local.i++)
    level.interior[local.i] thread rainin

    for (local.i=1;local.i<level.exteriors+1;local.i++)
    level.exterior[local.i] thread rainout



    level.raindest = 1.0

    thread weatherpattern
    local.raintime = level.time
    rainvar:

    if (level.rain < level.raindest)
    {
    thread weatherloop
    level.rain = level.rain + 0.1
    }
    else
    if (level.rain > level.raindest)
    {
    thread weatherloop
    level.rain = level.rain - 0.1
    }
    else
    if (level.time > local.raintime)
    {
    thread weatherloop
    local.raintime = level.time + 2
    }


    wait 0.1

    goto rainvar


    end





    weatherpattern:
    if (level.weatherpattern == 0)
    {
    local.windtime = 15
    local.shuttertime = 0.8
    local.rainvolume = 14
    local.raindensity = 20
    local.thundertime = 20
    }
    else
    if (level.weatherpattern == 1)
    {
    local.windtime = 15
    local.shuttertime = 0.1
    local.rainvolume = 14
    local.raindensity = 0.8
    local.thundertime = 8
    }
    else
    if (level.weatherpattern == 2)
    {
    local.windtime = 30
    local.shuttertime = 0.2
    local.rainvolume = 15
    local.raindensity = 15
    local.thundertime = 6
    }
    else
    if (level.weatherpattern == 3)
    {
    local.windtime = 4
    local.shuttertime = 0.13
    local.rainvolume = 17
    local.raindensity = 24
    local.thundertime = 4
    }


    // local.trans = 0.15
    local.trans = 0.07
    level.windtime = (local.windtime * local.trans + (level.windtime * (1 - local.trans)))
    level.shuttertime = (local.shuttertime * local.trans + (level.shuttertime * (1 - local.trans)))
    level.raindensity = (local.raindensity * local.trans + (level.raindensity * (1 - local.trans)))
    level.rainvolume = (local.rainvolume * local.trans + (level.rainvolume * (1 - local.trans)))
    level.thundertime = (local.thundertime * local.trans + (level.thundertime * (1 - local.trans)))
    //println ("Current wind:" + level.windtime + " current shutter:" + level.shuttertime + " current raindensity:" + level.raindensity + " current rainvolume:" + level.rainvolume + " current thundertime:" + level.thundertime)

    if ((level.raindensity > 0.4) && (level.rainvolume < 0.1))
    level.rainvolume = 0.1

    wait 1
    goto weatherpattern
    end

    weatherchanger:

    level.weatherpattern = 0
    wait 4
    w:
    level.weatherpattern = 1
    wait 10
    level.weatherpattern = 2
    wait 15
    level.weatherpattern = 3

    wait 60
    level.weatherpattern = 2
    wait 15
    level.weatherpattern = 1
    wait 60
    // level.weatherpattern = 0
    // wait 60
    goto w

    end

    // 77
    medicchanger:

    level.weatherpattern = 0
    wait 5
    w2:
    level.weatherpattern = 1
    wait 10
    level.weatherpattern = 2
    wait 15
    level.weatherpattern = 3

    wait 20
    level.weatherpattern = 2
    wait 5
    level.weatherpattern = 0
    wait 15
    // level.weatherpattern = 0
    // wait 60
    goto w2

    end






    thunder:
    wait (level.thundertime + randomint( (level.thundertime * 1.5) ))
    local.num = (randomint (3) + 1)
    if (local.num == 1)
    {
    thread flash
    wait 0.2
    thread unflash
    wait 1
    thread flash
    wait 0.1
    thread unflash
    wait 0.1
    thread flash
    wait 0.1
    thread unflash
    wait (1 + (randomfloat(2)))
    }
    else
    if (local.num == 2)
    {
    thread flash
    wait 0.1
    thread unflash
    wait 0.1
    thread flash
    wait 0.1
    thread unflash
    wait 1
    thread flash
    wait 0.2
    thread unflash
    wait (1 + (randomfloat(2)))
    }
    else
    if (local.num == 3)
    {
    thread flash
    wait 0.1
    thread unflash
    wait 0.1
    thread flash
    wait 0.2
    thread unflash
    wait 0.5
    thread flash
    wait 0.1
    thread unflash
    wait (1 + (randomfloat(2)))
    }

    if (game.medic == NIL)
    $player playsound thunder
    goto thunder

    end

    flash:
    setcvar "r_fastsky" "1"
    $world farplane_color (0.9 0.9 0.9)

    for (local.i=1;local.i<level.weatherFs+1;local.i++)
    level.weatherF[local.i] show

    end

    unflash:
    setcvar "r_fastsky" "0"
    $world farplane_color level.farplane_color

    for (local.i=1;local.i<level.weatherFs+1;local.i++)
    level.weatherF[local.i] hide

    end


    weatherloop:
    weatherlooper:
    if (level.raindensity < 0)
    level.rain_density = 1
    else
    if (level.raindensity < 1)
    level.rain_density = level.raindensity * 10
    else
    if (level.raindensity < 10)
    level.rain_density = level.raindensity
    else
    level.rain_density = 1.003

    level.rain_density = level.raindensity // WTF Mackey?

    if (level.raindensity < 5)
    local.raindensity = 50
    else
    local.raindensity = (50 + ((level.raindensity - 5) * 8))

    level.rain_slant = local.raindensity

    local.rainvolume = level.rainvolume - 0.3
    local.rainvolume = local.rainvolume - level.rain

    /*
    if (level.startedrainsound1 == 0)
    {
    level.startedrainsound1 = 1
    $playersound thread replaysound
    }

    */
    if ( level.gametype == 0 )
    {
    if (local.rainvolume > 0)
    $playersound loopsound rain_ext (local.rainvolume + 0.2) "levelwide"
    else
    $playersound loopsound rain_ext 0
    }

    /*
    if (level.startedrainsound2 == 0)
    {
    level.startedrainsound2 = 1
    $playersound2 thread replaysound2
    }

    */

    if (level.rainvolume > 0.4)
    local.rainvolume = (0.4 - (level.rainvolume - 0.4))
    else
    local.rainvolume = level.rainvolume

    local.rainvolume = local.rainvolume - level.rain

    if ( level.gametype == 0 )
    {
    if (local.rainvolume < 0.0)
    $playersound2 loopsound rain_puddle 0
    else
    $playersound2 loopsound rain_puddle (local.rainvolume + 0.2) "levelwide"
    }


    local.rainvolume = level.rainvolume - (1.0 - level.rain)

    if ( level.gametype == 0 )
    {
    if (local.rainvolume < 0.0)
    $playersound3 loopsound rain_int 0
    else
    $playersound3 loopsound rain_int (local.rainvolume + 0.2) "levelwide"
    }

    for (local.i=1;local.i<level.weatherRs+1;local.i++)
    {
    if (level.rainvolume < 0)
    level.weatherR[local.i] stoploopsound
    else
    {
    level.weatherR[local.i] loopsound rain_roof (level.rainvolume + 0.2) // "levelwide"
    // println ("rainroof at " + ((level.rainvolume + 0.2) / 2.5))
    }

    }

    for (local.i=1;local.i<level.weatherWs+1;local.i++)
    {
    if (level.rainvolume < 0)
    level.weatherW[local.i] stoploopsound
    else
    level.weatherW[local.i] loopsound rain_window (level.rainvolume + 0.2) // "levelwide"
    }

    /*
    for (local.i=1;local.i<level.winds+1;local.i++)
    {
    if (level.rainvolume < 0)
    level.wind[local.i] stoploopsound
    else
    if (level.rainvolume > 0.5)
    level.wind[local.i] loopsound "sound/environment/wind_weak.wav" (level.rainvolume + 0.2) 192
    else
    level.wind[local.i] loopsound "sound/environment/wind_strong.wav" level.rainvolume 192
    }
    */


    end

    treemovement:
    local.num = (level.raindensity + 1.5) / 2.5
    setcvar "r_static_shadermultiplier1" local.num
    wait 1
    goto treemovement
    end


    playersoundorg:
    self.origin = $player.origin
    // self glue $player
    end

    rainin:
    self waittill trigger
    level.raindest = 1.0
    wait 0.1
    goto rainin
    end

    rainout:
    self waittill trigger
    level.raindest = 0.0
    wait 0.1
    goto rainout
    end

    replaysound:
    wait 35.5

    $playersound stopsound 5

    local.rainvolume = level.rainvolume - 0.3
    local.rainvolume = local.rainvolume - level.rain

    if (local.rainvolume > 0)
    $playersound loopsound rain_ext (local.rainvolume + 0.2) "levelwide"
    else
    $playersound loopsound rain_ext 0
    goto replaysound
    end

    replaysound2:
    wait 14

    $playersound2 stopsound 5


    if (level.rainvolume > 0.4)
    local.rainvolume = (0.4 - (level.rainvolume - 0.4))
    else
    local.rainvolume = level.rainvolume

    local.rainvolume = local.rainvolume - level.rain

    if (local.rainvolume < 0.0)
    $playersound2 loopsound rain_puddle 0
    else
    $playersound2 loopsound rain_puddle (local.rainvolume + 0.2) "levelwide"
    goto replaysound2
    end
    ##############################


    and it dont rain.. .what am i doin wrong?
  9. alienworkshop Private

    Contributions:
    10
    hehe.. i got the script wrong, Here is my new script:

    I only HEAR rain, i dont see it... Thunder works tho

    // buzzbomb_raiders
    // ARCHITECTURE: Havoc
    // SCRIPTING: Havoc
    // Aditional Scripting: AlienWorkShop/Minister (Same Person)
    main:

    // set scoreboard messages
    setcvar "g_obj_alliedtext1" "EDITED BY"
    setcvar "g_obj_alliedtext2" "[NaBS]Lcpl.Minister"
    setcvar "g_obj_alliedtext3" "----------------"
    setcvar "g_obj_axistext1" "Version"
    setcvar "g_obj_axistext2" ""
    setcvar "g_obj_axistext3" "0.3"

    setcvar "g_scoreboardpic" "buzzbomb"


    level waitTill prespawn
    exec maps/dm/wealther_buzzbomb.scr
    thread rain

    //*** Precache Dm Stuff
    exec global/DMprecache.scr

    level.script = maps/dm/buzzbomb_raiders.scr
    exec global/ambient.scr buzzbomb_raiders

    $world farplane_color "0.332 0.333 0.339"
    level.fogplane = 4000
    $world farplane level.fogplane
    level waittill spawn

    $world farclipoverride -1

    //exec Player Information
    exec maps/dm/player.scr

    // Execute Teleporter Scripts
    exec maps/dm/T1.scr
    exec maps/dm/T2.scr
    exec maps/dm/T3.scr

    // Auto Messages
    exec maps/dm/automessages.scr

    //exec Mg42 script
    //exec maps/dm/objects.scr
    //exec maps/dm/sandbags.scr

    //exec giant/mini scripts
    exec maps/dm/giant.scr
    exec maps/dm/mini.scr

    //exec ammo script
    exec maps/dm/ammo.scr
    exec maps/dm/ammo2.scr

    end


    rain:
    spawn script_model "targetname" "weatherF" "classname" "func_rain" "origin" "( 1 1 1 )" "angle" "0"
    $weatherF setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
    $weatherF notsolid
    $weatherF show
    $weatherF playsound sound/amb/rain_ext_01.wav
    //setcvar cg_rain_density 13

    spawn script_model "targetname" "weatherR" "classname" "func_rain" "origin" "( 1 1 1 )" "angle" "0"
    $weatherR setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
    $weatherR notsolid
    $weatherR show

    spawn script_model "targetname" "weatherW" "classname" "func_rain" "origin" "( 1 1 1 )" "angle" "0"
    $weatherW setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
    $weatherW notsolid
    $weatherW show
    $weatherW playsound wind_weak

    spawn script_model "targetname" "weatherI" "classname" "func_rain" "origin" "( 1 1 1 )" "angle" "0"
    $weatherI setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
    $weatherI notsolid
    $weatherI show
    $weatherI playsound rain_ext_01
    end


    #####################
    ERROR HERE:
    #####################
    $world farclipoverride -1

    stops the console from loading the script, PLEASE HELP ME!

    EDIT:::

    IT SAID UNKNOWN COMMAND farclipoverride

    ahh im goin crazy!
  10. [CY]Ospery97 Private

    Contributions:
    5
    farclipoverride only works in SH maps i think- so if u take that out that should work.... dunno.

    and u have to exec global/weather.scr after u spawn ur weather "bloks"
  11. alienworkshop Private

    Contributions:
    10
    OOOOOOOOH im a dumb ass lol

    Thanks man!
  12. alienworkshop Private

    Contributions:
    10
    yey it works, and the trees looks funny cause they all spazed lol..

    Cheers man!
  13. snow Private

    Contributions:
    0
    But how to change properties of the rain?

    ---> setcvar cg_rain_density 13 <--- doesnt work:shake:

    for example: you wanna snow:zzohyah:,,, but setcvar cg_rain_speed 44 doesnt work:wierdshai I cant fix this:doh:,,, tried differrent ways,,, but im a noob:bigrin:
  14. [CY]Ospery97 Private

    Contributions:
    5
    ok; go to weather.scr in global/ and edit it to your likings :D
  15. snow Private

    Contributions:
    0
    yeah, thanks:)
  16. snow Private

    Contributions:
    0
    sorry, i have one more question:)

    Is it possible to set the exact coords for the func_rain ??? When i walk through the map the rain follows me:uuuuuaaa: I set the origin where i want it,,, but,, the rain moves,,,

    And i dont like rain in buildings,,, except with a small rain-blok over my head

    But it looks funny :D

    I fixed the prob with weather.scr,,, you dont need to change them if you want snow,,,,, could be done by adding the code in red into the rain-thread

    Code:
    rain:
    [color=red]level.rain_speed = "12"[/color]
    [color=red]level.rain_length = "2"[/color]
    [color=red]level.rain_width = "1"[/color]
    [color=red]level.rain_min_dist = "1300"[/color]
    [color=red]level.rain_numshaders = 12[/color]
    [color=red]level.rain_shader = "textures/snow0"[/color]
     
    spawn script_model "targetname" "weatherF" "classname" "func_rain" "origin" "( 1 1 1 )" "angle" "0"
    $weatherF setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
    $weatherF notsolid
    $weatherF show
     
    spawn script_model "targetname" "weatherR" "classname" "func_rain" "origin" "( 1 1 1 )" "angle" "0"
    $weatherR setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
    $weatherR notsolid
    $weatherR show
     
    spawn script_model "targetname" "weatherW" "classname" "func_rain" "origin" "( 1 1 1 )" "angle" "0"
    $weatherW setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
    $weatherW notsolid
    $weatherW show
     
    spawn script_model "targetname" "weatherI" "classname" "func_rain" "origin" "( 1 1 1 )" "angle" "0"
    $weatherI setsize ( -6000 -6000 -1000) ( 6000 6000 6000)
    $weatherI notsolid
    $weatherI show
    end
  17. alienworkshop Private

    Contributions:
    10
    not sure about the first one... But rain in buildings, That is possible to get rid off

    What u gotta do it make lots of brushes (Lots of work with diffrent coords) around the building, and name them correctly (dont ask lol)

    There isnt a pica code that can just make rain not go into buildings, as mohaa dont know where they are, mohaa just knows there is a floor, walls and roof brushes, so thats impossible

    But its just easyer to get rain inside buildings than trying to make it so that rain aint inside, who cares if its rainin in side... its the effect that counts.. not the detail :)
  18. Petey Founder/CEO of San Diego

    Contributions:
    122
    PREMIUM
    I Donated
    Hello:

    I don't know if the guestion about getting the rain sounds to work was answered?

    But i used the script above to add rain into the map MOHDM4 aka Crossroads...works like a charm...:beerbang: ...i got the rain sounds to work... heres my what i did...as you can see i threw in 2 //'s to stop the original exec global/ambient and made one right below it with exec global/ambient mp_gewitter_dm...since Gewitter has a good rainy sound to it...

    and this is the script i used for the rain just like above...much appreciated OSPREY...rain inside is odd...but the idea is awesome!! mad props buddy

    Last guestion...Has anyone figured out how to make it NOT rain inside buildings? Id be willing to do it myself if only i could get some hints or ideas!! :confused:
  19. [CY]Ospery97 Private

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    5
    someone on AIM told me a long time ago they were able to change the setsizes and coordinates to fit just outside the buildings and didnt go in the buildings and they got rid of indoor rain that way. but i was too lazy to mess with it.

    hope that helped some ~ospery
  20. Petey Founder/CEO of San Diego

    Contributions:
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    I did notice that when i loaded the script onto my server i can hear the rain/thunder but i cant see the rain now!! BUt when i start my own game and look the rain is there...please dont say this is clientside!!! Any ideas, maybe i typed sumthing wrong here...Heres my script:

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