Not that I know of. I would love that. It might also be nice if you can cover the entire map with water instead of 10000 little water sets. Unless you can make doodads with triggers. If you could, you can run a loop with increasing X and Y values to create the rain doodad at.
What you can try to do it create a unit with the doodad model and have it placed everywhere. It's a lot simpler to just place all of the doodads, in anything you can try to go and scale them to make then bigger, might make it so you would need to place more.
The issue is that currently I don't know what's the size of the doodad that it's supposed to take up, so I don't know if I have too much in one spot or too little :X
If you want to add rain everywhere via triggers just make a looping trigger to Create rain-emitters across the map. And there's no real 'right' or 'wrong' number of rain emitters in one spot. If you want heavy rain, you need to add a lot in the same place, if you want lighter rain, add it sparingly.
What you could do is make the rain actor scale increased X and Y to about 50 ( I wouldnt change the Z tho) and place it down randomly on the map.
Then make a trigger that runs every 0.01 seconds of game time ( might lag a little bit ), and the action will be to move that rain to "Current camera target of player -blank-" which is the center of current screen.
What I did was make a set of three triggers, Light Rain, Heavy Rain and Clear Weather and set up a trigger that fires every 60 seconds to randomize the weather pattern, I'm working on having it change the lighting as well - heavy rain in the bright sunny day just doesn't seem to fit right. I placed a single point on the map and called it Rain Emitter. My triggers are in the pictures. It may not be the most effective way of doing things, but it works pretty well for me.
What I did was make a set of three triggers, Light Rain, Heavy Rain and Clear Weather and set up a trigger that fires every 60 seconds to randomize the weather pattern, I'm working on having it change the lighting as well - heavy rain in the bright sunny day just doesn't seem to fit right. I placed a single point on the map and called it Rain Emitter. My triggers are in the pictures. It may not be the most effective way of doing things, but it works pretty well for me.
The rain sounds I got were extracted from WoW, I decided to only use the light and heavy rain's and they work out really well. I did bump up the volume in the triggers (I don't know if it actually did anything) to 200% to try and make the rain louder so it makes you feel more into the scene.
In some game engines, people would simple create 1 rain emitter and just attach it so it follows the camera, giving the illusion that the rain is everywhere. This would also save alot of time and would run better then having 'x' amount of rain emitters placed everywhere in the map.
Not sure how well it would work in sc2 but you never know.
Quote from taffer03:
In some game engines, people would simple create 1 rain emitter and just attach it so it follows the camera, giving the illusion that the rain is everywhere. This would also save alot of time and would run better then having 'x' amount of rain emitters placed everywhere in the map.
Not sure how well it would work in sc2 but you never know.
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The rain will stack if multiple people position their camera to the aame spot though.
In some game engines, people would simple create 1 rain emitter and just attach it so it follows the camera, giving the illusion that the rain is everywhere. This would also save alot of time and would run better then having 'x' amount of rain emitters placed everywhere in the map.
Not sure how well it would work in sc2 but you never know.
It's a useful idea for having a low quality rain setting though. I'll implement it if players complaint, although currently I only use 196 doodads for my weather effects. So it really should be fine.
So I decided the Heavy Rain sound just wasn't loud enough, so I made it a lot louder. I wanted it to feel like you were actually in this massive downpour, barely being able to hear your own units sounds and such. Attached is my new Heavy Rain sound if anyone wants it. I also fixed a few bugs with my triggers where the random weather would clear and then set the exact same conditions back on, and another issue where my sounds wouldn't stop playing, even if it was a clear day you'd be hearing the heavy rain sound. If anyone wants updated screenshots say something
Sure I'll take screenshots now, I use a trigger that generates a lot of rain emitters, I tried scaling but they didn't turn out right to me, instead of covering more of an area they just instead made my raindrops bigger. There are a couple of variables you'll have to modify to fit your map.
I do have a Day/Night system, there is a small clock up in the left hand side of the screen that displays the current time.
I did screw up in those screenshots, the mapheight and mapwidth are set to 0, just change those to your map height and width
Is there a way to somehow create rain on the entire map without putting down 10000 doodads?
Not that I know of. I would love that. It might also be nice if you can cover the entire map with water instead of 10000 little water sets. Unless you can make doodads with triggers. If you could, you can run a loop with increasing X and Y values to create the rain doodad at.
What you can try to do it create a unit with the doodad model and have it placed everywhere. It's a lot simpler to just place all of the doodads, in anything you can try to go and scale them to make then bigger, might make it so you would need to place more.
@gizmachu: Go
The issue is that currently I don't know what's the size of the doodad that it's supposed to take up, so I don't know if I have too much in one spot or too little :X
@zeldarules28:
You definitely can create doodads with triggers:
Create actor at point
If you want to add rain everywhere via triggers just make a looping trigger to Create rain-emitters across the map. And there's no real 'right' or 'wrong' number of rain emitters in one spot. If you want heavy rain, you need to add a lot in the same place, if you want lighter rain, add it sparingly.
@xenrathe:
I'm just starting out with SC2 editor triggers - can you show me what this weather trigger would look like?
The one I tried lagged my game out and had a bunch of errors on the left side of the screen...
Thanks!
Come on guys, I can't be everywhere!
What you could do is make the rain actor scale increased X and Y to about 50 ( I wouldnt change the Z tho) and place it down randomly on the map.
Then make a trigger that runs every 0.01 seconds of game time ( might lag a little bit ), and the action will be to move that rain to "Current camera target of player -blank-" which is the center of current screen.
What I did was make a set of three triggers, Light Rain, Heavy Rain and Clear Weather and set up a trigger that fires every 60 seconds to randomize the weather pattern, I'm working on having it change the lighting as well - heavy rain in the bright sunny day just doesn't seem to fit right. I placed a single point on the map and called it Rain Emitter. My triggers are in the pictures. It may not be the most effective way of doing things, but it works pretty well for me.
@arturusfury: Go
Where did you find the sound files that you used?
@Zurom: Go
I had a friendly modder here extract me some WoW weather sounds, I've attached them to this post.
I am also curious to your sounds however.
Thanks a ton! :)
The rain sounds I got were extracted from WoW, I decided to only use the light and heavy rain's and they work out really well. I did bump up the volume in the triggers (I don't know if it actually did anything) to 200% to try and make the rain louder so it makes you feel more into the scene.
@arturusfury: Go
I don't think setting the volume above 100% actually does anything.
If you're using different sounds, could you post them anyway? It will help future mappers to find these sounds.
In some game engines, people would simple create 1 rain emitter and just attach it so it follows the camera, giving the illusion that the rain is everywhere. This would also save alot of time and would run better then having 'x' amount of rain emitters placed everywhere in the map.
Not sure how well it would work in sc2 but you never know.
Quote from taffer03:
In some game engines, people would simple create 1 rain emitter and just attach it so it follows the camera, giving the illusion that the rain is everywhere. This would also save alot of time and would run better then having 'x' amount of rain emitters placed everywhere in the map.
Not sure how well it would work in sc2 but you never know.
----
The rain will stack if multiple people position their camera to the aame spot though.
It's a useful idea for having a low quality rain setting though. I'll implement it if players complaint, although currently I only use 196 doodads for my weather effects. So it really should be fine.
So I decided the Heavy Rain sound just wasn't loud enough, so I made it a lot louder. I wanted it to feel like you were actually in this massive downpour, barely being able to hear your own units sounds and such. Attached is my new Heavy Rain sound if anyone wants it. I also fixed a few bugs with my triggers where the random weather would clear and then set the exact same conditions back on, and another issue where my sounds wouldn't stop playing, even if it was a clear day you'd be hearing the heavy rain sound. If anyone wants updated screenshots say something
could you post up your updated triggers arturusfury?
are you only using 2 large rain emitters? and they cover the entire map?
also i notice from your pics that you have a day/night system, do you have some sort of clock so the players know how far in the day/night they are?
Sure I'll take screenshots now, I use a trigger that generates a lot of rain emitters, I tried scaling but they didn't turn out right to me, instead of covering more of an area they just instead made my raindrops bigger. There are a couple of variables you'll have to modify to fit your map.
I do have a Day/Night system, there is a small clock up in the left hand side of the screen that displays the current time.
I did screw up in those screenshots, the mapheight and mapwidth are set to 0, just change those to your map height and width