You need to change / create a new EFX file tied to the fx_snow, which i believe is snow.efx and supply that along your map with your custom efx (dont pin me on this, i am not sure in what way this will make snow behave completely over your whole game)
the efx file constains the things you wanna change, like density, velocity, etc. even you can make your snow yellow if you wish 😉
so the file would look like this (copy it over and have fun with it)
// File: fx/snow/custom_snow.efx
fx
{
effect
{
// how often to spawn
count 300
// where the snow emits from (box volume)
origin random -512 512 -512 512 0 0
// how long each flake lasts (in seconds)
life random 4.0 6.0
// flake size (start to end size)
size random 1.5 2.5 random 1.5 2.5
// speed and direction
velocity random -5 5 -50 -60 random -5 5
// appearance (white circle or glow)
shader gfx/misc/snowflake
// transparency settings
alpha 0.9
alphafade yes
// lighting (off = not affected by light)
light no
// gravity effect
gravity 1.0
// wind variation (optional)
wind 1.5
// looping effect
type particle
}
}
~~Its being trigger at start, so when player spawns it should run this script, which works fine. It's just that i have the feeling it cant switch to cam03, thus borking out, yet the ref tag is there.
The weird thing is, is that this did work a couple of days ago... i am starting to wonder if i corrupted an entity or something. (okay i replaced some ref tags, but that didnt seem to work, also renamed them all to make sure i was working with right ones and didnt label them wrong, by adding the sc1 for scene 1 in front of it - image was taken before the rename, also modified this in the script)
rewrote part of the script to see if that worked. No effect
//Generated by BehavEd
rem ( "Cinematic 001 - SP1 Cove" );
rem ( "- 1 ship lands" );
rem ( "-2 Fornan walks, talking to himself" );
rem ( "---" );
affect ( "fake_player_cin1", /*@AFFECT_TYPE*/ FLUSH )
{
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "true" );
wait ( 6000.000 );
set ( /*@SET_TYPES*/ "SET_INVISIBLE", /*@BOOL_TYPES*/ "false" );
set ( /*@SET_TYPES*/ "SET_WALKING", /*@BOOL_TYPES*/ "true" );
set ( /*@SET_TYPES*/ "SET_NAVGOAL", "cin001_end" );
wait ( 8000.000 );
remove ( "fake_player_cin1" );
}
affect ( "xwing", /*@AFFECT_TYPE*/ FLUSH )
{
use ( "cin001_speaker01" );
move ( $tag( "xwing_begin", ORIGIN)$, < 0.000 0.000 0.000 >, 100.000 );
wait ( 250.000 );
move ( $tag( "xwing_end", ORIGIN)$, < 0.000 0.000 0.000 >, 5000.000 );
rotate ( < 0.000 340.000 0.000 >, 5000.000 );
wait ( 5000.000 );
use ( "cin001_speaker01" );
sound ( /*@CHANNELS*/ CHAN_AUTO, "sound/sp/sp1_cove/vehicles/xwing/land.wav" );
}
rem ( "---" );
rem ( "Set up camera move down with the ship" );
camera ( /*@CAMERA_COMMANDS*/ ENABLE );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "sc1_cam01", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "sc1_cam01", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
camera ( /*@CAMERA_COMMANDS*/ ZOOM, 40.000, 0 );
wait ( 1000.000 );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "sc1_cam02", ORIGIN)$, 3000 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "sc1_cam02", ANGLES)$, < 0.000 0.000 0.000 >, 3000 );
wait ( 5000.000 );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "sc1_cam03", ORIGIN)$, 0 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "sc1_cam03", ANGLES)$, < 0.000 0.000 0.000 >, 0 );
wait ( 1000.000 );
camera ( /*@CAMERA_COMMANDS*/ MOVE, $tag( "sc1_cam04", ORIGIN)$, 4000 );
camera ( /*@CAMERA_COMMANDS*/ PAN, $tag( "sc1_cam04", ANGLES)$, < 0.000 0.000 0.000 >, 4000 );
wait ( 5000.000 );
camera ( /*@CAMERA_COMMANDS*/ DISABLE );
edit - I figured it out. It was a borked entity. . I run 2 script at launch, so i have 2 target_scriptrunners. One where I set up the skills, and one that runs the cutscene. I used the spawnscript one to duplicate for a new script runner. Appearantly something went wrong there and it got the name of the new script that indeed stops the camera after 5 seconds. Renamed the script again, and it worked as it should be.
Learn from me, always use new entities 😛 NetRadiant and copying entities appearantly need some carefull examination.
// Generated by DEvaheb v1.0
// Decompiled from file "E:\Externe harde Schijf\Star Wars Jedi Knight Jedi Academy\GameData\base\scripts\base_scripts\hoth3\setup.ibi"
affect ( "player", FLUSH )
{
set ( "SET_WINTER_GEAR", "true" );
}
Now i can be mistaken, but I think the Jaden model comes already with winter gear that is triggered on the variable winter gear. You could actually maybe Frankenstein a model with Kyle and the winter clothing and just swap it to that specific model for that map.
Sorry for late reply on this thread. lol. I decided for a while to work from upstairs, but summer makes it unbearable there, so i figured lets try laptop again
Never mind, figured it out, it was not the distribution that failed me, it was the openJK installation. APpearantly something went wrong in the original files, i grabbed a new set, and re-replaced the files for openJK. Worked like a charm.