skittles sour Posted November 2, 2021 Share Posted November 2, 2021 The porkland prefab adds the worldwind component, but when you check the worldwind component's OnUpdate function, it checks whether or not there is hurricane wind before actually spawning winds - and hamlet does not have hurricane winds. So how does Hamlet's lush season spawn winds? function WorldWind:OnUpdate(dt) if not self.inst then self:Stop() return end self.timeToWindChange = self.timeToWindChange - dt if self.timeToWindChange <= 0 then self.angle = math.random(0,360) self.inst:PushEvent("windchange", {angle=self.angle, velocity=self.velocity}) self.timeToWindChange = math.random(MIN_TIME_TO_WIND_CHANGE, MAX_TIME_TO_WIND_CHANGE) end local sm = GetSeasonManager() local windspeed = sm:GetHurricaneWindSpeed() if windspeed > 0.01 and (sm:IsHurricaneStorm() or (sm.IsWindy and sm:IsWindy()) ) then self.windfx_spawn_rate = self.windfx_spawn_rate + self.windfx_spawn_pre_sec * dt --print(string.format("wind %f, %4.2f, %4.f", sm:GetHurricaneWindSpeed(), self.windfx_spawn_rate, self:GetWindAngle())) if self.windfx_spawn_rate > 1.0 then local px, py, pz = GetPlayer().Transform:GetWorldPosition() local dx, dz = 16 * UnitRand(), 16 * UnitRand() local x, y, z = px + dx, py, pz + dz local angle = self:GetWindAngle() self:SpawnWindSwirl(x, y, z, windspeed, angle) self.windfx_spawn_rate = self.windfx_spawn_rate - 1.0 end end end Link to comment Share on other sites More sharing options...
KXWl1 Posted December 2, 2021 Share Posted December 2, 2021 sm.IsWindy? 2 minutes ago, KXWl1 said: sm.IsWindy? GetSeasonManager():IsWindy Link to comment Share on other sites More sharing options...
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