I know but one guy made a mod called Dark Rain gives you a rain. It would be great to have something like this mod but with snow :]It is the snowing animation of the DLC How the saints save christmas
Indeed and it would be awesome if you can make snowballs with the snow or just stay there if there is any snowfalling in-gameI found a way how to make snowing in Steelport:
I know but one guy made a mod called Dark Rain gives you a rain. It would be great to have something like this mod but with snow :]
effect_play_attached_to_camera(Dlc2_m03_vfx.snow, looping, attach_orient, sync)
The reason this doesn't work is because it requires a zone file to be loaded from the DLC to trigger the snow effect. The "effect_play_attached_to_camera()" function does nothing if that zone file isn't loaded, and it's only loaded when you're in that mission. I've been trying to determine if I can copy that navpoint object from the DLC zone file into one of the always loaded zone files so that it's always available. It will require my zone file tools to do it. But I've actually been working on trying to make it snow for the last few days!I'm not gonna create new thread for this but thanks to Fan of Saints I have a very interesting command that should help but it doesn't work for me.
I tried to add this as [press 2 buttons] function or as sr3_city_main() function and nothing.Code:effect_play_attached_to_camera(Dlc2_m03_vfx.snow, looping, attach_orient, sync)
We have December. Christmas is coming. We have Winter City Textures. We don't have snowy weather
<object index="321">
<!-- navpoint -->
<name>vfx_snow</name>
<handle>0x04E583DB0524CD51</handle>
<parent_handle>0x0000000000000000</parent_handle>
<object_type_hash>0x445C1F3D</object_type_hash>
<padding>0</padding>
<properties>
<property index="1">
<!-- compressed transform -->
<type>2</type>
<name_crc>0xC8BEEEC5</name_crc>
<value>
<position>
<x>-114.047744750977</x>
<y>25.0284671783447</y>
<z>-1010.06127929688</z>
</position>
</value>
</property>
<property index="2">
<!-- string -->
<type>0</type>
<name_crc>0x355EF946</name_crc>
<value>
<string>vfx_snow</string>
</value>
<padding>
<rawdata format="hex">A1 A1 C3</rawdata>
</padding>
</property>
<property index="3">
<!-- string -->
<type>0</type>
<name_crc>0xB7A1B604</name_crc>
<value>
<string>floating</string>
</value>
<padding>
<rawdata format="hex">6D 5F 63</rawdata>
</padding>
</property>
<property index="4">
<!-- string -->
<type>0</type>
<name_crc>0x5BD211D6</name_crc>
<value>
<string>vfx_m3_blowingsnow</string>
</value>
<padding>
<rawdata format="hex">64</rawdata>
</padding>
</property>
</properties>
</object>
effect_play_attached_to_camera("vfx_snow", true, false, sync_from_player(LOCAL_PLAYER))
I've been working on it all evening. I've successfully added this navpoint to the "sr3_city~fawld.czn_pc" zone file (in "awld_compact.str2_pc"), but it's still not snowing, so I'm not sure this is the correct zone file to add it to. I believe this zone file is the "Fast Always Loaded" zone file for the city, but I'm not completely sure.I'm sorry but I didn't use your tools before. Can you guide me what should I do with your entry?
No. The handle is just a unique identifier for the navpoint, assigned by Volition. This particular effect is attached to the camera (it follows the player around like a little snow cloud over the player's head), so I don't think the position information is even used.Is the <handle> the area to make the effect?