Author Topic: Area Wind - Adjusting Via Script  (Read 335 times)

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Area Wind - Adjusting Via Script
« on: December 14, 2012, 05:34:48 pm »


               Is it possible to adjust an area's wind setting? You can change the Skybox, the Weather, and the Fog. But I don't see anything for adjusting wind.
               
               

               
            

Legacy_Thayan

  • Sr. Member
  • ****
  • Posts: 435
  • Karma: +0/-0
Area Wind - Adjusting Via Script
« Reply #1 on: December 15, 2012, 08:22:58 pm »


               The only way I have seen this done is through something like the use of Olander's Realistic Weather (ORW) system that requires you as a builder to create your own area-wide wind sound objects (Soft Wind and Strong Wind, for example) and then put them in each exterior area of the module where you want the wind to change. Then call them using functions like SoundObjectSetVolume() and SoundObjectPlay().

We use this in Thay and it seems to work reasonably well.
               
               

               
            

Legacy_henesua

  • Hero Member
  • *****
  • Posts: 6519
  • Karma: +0/-0
Area Wind - Adjusting Via Script
« Reply #2 on: December 15, 2012, 11:11:24 pm »


               What about animation of dangly meshes?
               
               

               


                     Modifié par henesua, 15 décembre 2012 - 11:11 .
                     
                  


            

Legacy_Rolo Kipp

  • Hero Member
  • *****
  • Posts: 4349
  • Karma: +0/-0
Area Wind - Adjusting Via Script
« Reply #3 on: December 16, 2012, 05:33:56 pm »


               <shining a big fuzzy silhouette...>

Maybe a valid target for NwNCx? Not just the velocity of the wind, but the blasted *direction*?!

<...of virusman on the clouds>