17 string root_path =
"cfgCharacterScenes " +
g_Game.GetWorldName();
19 int count =
g_Game.ConfigGetChildrenCount(root_path);
22 g_Game.ConfigGetChildName(root_path, index, childName);
24 string scene_path = root_path +
" " + childName;
29 g_Game.ConfigGetIntArray(scene_path +
" date", date);
30 float fov =
g_Game.ConfigGetFloat(scene_path +
" fov");
31 float overcast =
g_Game.ConfigGetFloat(scene_path +
" overcast");
32 float rain =
g_Game.ConfigGetFloat(scene_path +
" rain");
33 float fog =
g_Game.ConfigGetFloat(scene_path +
" fog");
35 if (
g_Game.ConfigIsExisting(scene_path +
" windspeed") ) windspeed =
g_Game.ConfigGetFloat(scene_path +
" windspeed");
36 g_Game.ConfigGetFloatArray(scene_path +
" storm", storm);
40 if (world && date.Count() >= 5)
42 world.
SetDate(date.Get(0), date.Get(1), date.Get(2), date.Get(3), date.Get(4));
82 if ( storm.Count() == 3 )
87 if ( windspeed != -1 )
139 PPERequesterBank.GetRequester(PPERequester_BurlapSackEffects).Stop();
172 float pos_x = pos[0];
173 float pos_z = pos[2];
176 tmp_pos[1] = tmp_pos[1] + pos[1];
proto native owned string GetName()
proto native BiosUser GetSelectedUser()
Returns the currently selected user.
proto native void ObjectDelete(Object obj)
override ScriptCallQueue GetCallQueue(int call_category)
proto native BiosUserManager GetUserManager()
proto native float SurfaceY(float x, float z)
Super root of all classes in Enforce script.
protected vector m_Target
protected vector SwapYZ(vector vec)
protected Weather m_Weather
protected ref IntroSceneCharacter m_Character
protected vector SnapToGround(vector pos)
protected void GetSelectedUserName()
protected ref OptionsMenu m_OptionsMenu
protected void SetInitPostprocesses()
Since this can get created at the same time as DayZGame, non-static postprocesses need to be deffered...
protected vector m_CharacterPos
IntroSceneCharacter GetIntroCharacter()
protected vector m_CameraTrans[4]
protected vector m_CharacterRot
protected Camera m_Camera
PlayerBase GetCharacterObj()
void IntroSceneCharacter()
Static component of PPE manager, used to hold the instance.
static PPEManager GetPPEManager()
Returns the manager instance singleton.
Deprecated; 'PPEManager' used instead.
proto void Call(func fn, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto native void SetStorm(float density, float threshold, float timeOut)
Sets the thunderstorm properties.
proto native void SetWindFunctionParams(float fnMin, float fnMax, float fnSpeed)
Sets function parameters that controls the wind behaviour (change in time).
proto native void SetWindMaximumSpeed(float maxSpeed)
Sets the maximal wind speed in metre per second.
proto native void SetWindSpeed(float speed)
Sets the actual wind speed in metre per second.
proto native Overcast GetOvercast()
Returns an overcast phenomenon object.
proto native Rain GetRain()
Returns a rain phenomenon object.
proto native Fog GetFog()
Returns a fog phenomenon object.
proto native void Set(float forecast, float time=0, float minDuration=0)
Sets the forecast.
proto native void SetLimits(float fnMin, float fnMax)
Sets limits of this phenomenon.
proto native void SetDate(int year, int month, int day, int hour, int minute)
Sets actual ingame world time.
proto vector Multiply4(vector mat[4])
Transforms position.
proto native CGame GetGame()
const string DEFAULT_CHARACTER_NAME
array< float > TFloatArray
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto void DirectionAndUpMatrix(vector dir, vector up, out vector mat[4])
Creates rotation matrix from direction and up vector.
static void MatrixIdentity4(out vector mat[4])
Creates identity matrix.
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].
static proto float Atan2(float y, float x)
Returns angle in radians from tangent.
static const float RAD2DEG