--[[ avialable weather types : LightThunderstorm, Thunderstorm, HeavyThunderstorm LightDrizzle, Drizzle, HeavyDrizzle LightRain, Rain, HeavyRain LightSnow, Snow, HeavySnow LightSleet, Sleet, HeavySleet Clear, FewClouds, ScatteredClouds, BrokenClouds, OvercastClouds Fog, Mist, Smoke, Haze Sand, Dust Squalls, Tornado, Hurricane Windy Hail ]] -- add a weather in the sequence by calling add_weather_slot() local current, last = nil, nil local rain, rain_mod for i=1, 20 do -- create 20 weather slots -- prevent duplicated weather repeat current = random({"ScatteredClouds", "Windy", "BrokenClouds", "OvercastClouds", "Squalls", "ScatteredClouds", "Windy", "BrokenClouds", "OvercastClouds", "Squalls", -- doubled chance for non rainy weather "LightRain", "Rain", "HeavyRain", "LightDrizzle", "Drizzle", "HeavyDrizzle"}) until last == nil or current ~= last last = current -- get the predefined rain amount of the certain weather rain = SOL__WEATHER__get__rain_amount(current) rain_mod = 0.1-0.05*rain -- if rain is already set, lower rain modulation rain = rain + random(-0.2 - (1-rain)*0.2, 0.2) -- add a random component to the predefined rain amount __SOL_WEATHER_PLAN:add_weather_slot({ -- weather type weather = current, time_holding = 0,--random(0, 90), time_changing = random(120, 180), temperature_ambient = random(15,20), temperature_road = random(15,24), wind_direction = random(0, 360), wind_speed = random(10,30), -- set the new rain amount rain_amount = rain, rain_mod_min = -rain_mod, -- bottom value of random rain modulation rain_mod_max = rain_mod, -- upper value of random rain modulation rain_mod_speed = 20, -- rain modulation is randomly changed for this time }) end