Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you would like the scripts to do this, send me a friend's request. Do note, you will still need to use this mod - just have it loaded, nothing more, as my scripts call his.
:)
For example, in the East Wind Campaign:
CurrentWeather.Sqf:
RWW_LocationCountry=lemnos;
RWW_LocationCity=moudros;
RWW_Key=123abc456def
[] spawn RWW_SetWeather;
Then I run [] execVM "CurrentWeather.Sqf" and the weather is set without the need for the module.
The above is just an example.
Looking forward to your answer and thanks!
:)
I wanna make zeus campaign, and I want my players to plan their next objectives depending on weather forecast
https://www.microsoft.com/en-us/download/details.aspx?id=48145
I can get the menu through script but it is blank.
I can fill in the information and populate and the menu appears correct but the scene doesn't change.
Any chance to add the Forcast API as well? Would love to be able to both pull current weather and also give out the hourly forcast at a location!
-Updated to use https://www.weatherstack.com (You do need your own key)
-Improved weather simulation
-Added Weather Debug console to Map menu (Available for Hosts or Admins)
This update will require you to own your own weatherstack API key. (They are free)
Just head over to the website and sign up for your free key.
The update will be out within a couple days.
Cheers!.
var ipData = _download_serialized_json_data<Classes.IPData>("http://ip-api.com/json/");
var weather = _download_serialized_json_data<Classes.WeatherData>($"http://api.openweathermap.org/data/2.5/weather?lat={ipData.lat}&lon={ipData.lon}");
return string.Join(",", new[]
{
weather.wind.speed.ToString(), // setWind [weather select 0, weather select 0, true];
weather.wind.deg.ToString(), // 1 setWindDir weather select 1;
DoubleFromPercent(weather.clouds.all).ToString(), // 1 setOvercast weather select 2;
DoubleFromPercent(weather.main.humidity).ToString()// 1 setRain weather select 3;
}); // forceWeatherChange;
Also can you please make it work in singleplayer? I have no luck ^^
Thanks for the suggestion, im still lookin into new API's which offer similar results as Wunderground and i hope to update this mod in the near future.
I havn't been modding in a little while so my motivation is kinda lacking, and im sorry for that, but i will get to it!
weatherstack maybe?
Unfortunately this is true, although i am looking into new api providers that can offer similar results for free
Yes for a dedicated Persistent Mission you would only need to place the module within the map and configure the setting to your preference.
It will create a dependancy for all players wishing to join the server.
At this point we do not have a reliable easy way to script this in without creating a dependancy, although closer to the new year when we switch API providers we will look into adding a easy to use scripting method for dedicated servers.
As for your last question, syncing time only effects the time set at the beginning of the mission, and weather will still be set to current real-time weather forecasts.
Also, if i am not syncing time, is it syncing weather real-time to current world weather, or forecasting the weather to time of mission?
At this point in time I cannot add anymore terrains to the list.
But closer to the new year we will be switching API providers, in which case we will definately be looking into adding a bigger variety of default terrains!
Unfortunately keys are no longer free on Wunderground. But people who have claimed keys before they went to paid still have access to the API untill the beginning of the new year.
As for your question about the dedicated servers, if you were unable to grab a key before they went to paid access the mod will still work on the default supported maps without a key.
If you were not able to grab a key and need one for a map that is not supported in the list of supported maps then you are correct it will not work.
Sorry if this causes any inconvenience
Tried several times.
Yes you are correct, you do not need a key to use any of the default maps in the drop down menu.
You only need a key if you wish to do your own custom requests for maps that my mod does not support.
So you can disregard the link i posted about checking for weather data, that method would be used if you were using your own key.
Im glad your satisfied with my mod :)
Let me know if you run into any issues again
Cheers dude
response
version "0.1"
termsofService "http://www.wunderground.com/weather/api/d/terms.html"
features {}
error
type "keynotfound"
description "this key does not exist"
Ussually if it says No Data Found, that generally means the either the city or country doesnt exist in the wunderground api.
Or it means there was a spelling error.
For example in the Country field you will need to put "GR" instead of Greece.
And for the City you would use the full name "Myrina".
To test if the API is returning the data open your web browser and do the following.
http://api.wunderground.com/api/YOURKEY/conditions/q/GR/Myrina.json
And of course replace "YOURKEY" with the key you recieved from Wunderground.
You can follow that same method to test any other weather data you would like to recieve from other countries/places before placing it in the Module.
Hope this information helps you dude. Thanks for your interest in the mod!
Cheers