class SandstormController
- SandstormController
Constructors 2
private void SandstormController()Creation of `SandstormController` is disallowed in scripts. Retrieve current instance using `Weather::GetSandstorm()` instead.
private void ~SandstormController()Methods 16
Stops the sandstorm, leaving it to fade out over `duration` seconds. The sandstorm must be active prior to this call and this call is Server-only.
duration- The duration in seconds over which the sandstorm gradually fades out towards 0 intensity.
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, NasdaraData.WeatherOnBeforeChange()proto native bool IsActive()Returns whether sandstorm is currently active.
Returns: True for as long as there is sandstorm active somewhere.
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, DayZIntroScene.SetScene(), DayZIntroSceneXbox.DayZIntroSceneXbox(), DayZPlayerCameraBase.IsSandstormActiveForPlayer(), NasdaraData.WeatherOnBeforeChange(), SandstormExposureDynamicMdfr.ActivateCondition(), SandstormExposureDynamicMdfr.DeactivateCondition(), SandstormExposureDynamicMdfr.OnTick(), ScriptConsoleWeatherTab.InitValues(), ScriptConsoleWeatherTab.UpdateWeatherValues(), and Weather.GetSandstormNoiseReduction()proto native vector GetDirection()Returns the direction from the start position to the end position of the sandstorm.
Returns: Directional vector of the sandstorm facing.
proto native bool IsPositionAtEnd()Returns whether the sandstorm has advanced and reached the end (final) position. The sandstorm must be active prior to this call!
proto native vector GetPosition()Returns the current position of the sandstorm in world space. The sandstorm must be active prior to this call!
proto native float GetSpeed()Returns the speed in m/s at which the sandstorm advances. The sandstorm must be active prior to this call!
proto native float GetRemainingMovementDuration()Returns the remaining movement duration until the sandstorm reached its end (final) position at its current speed in seconds. The sandstorm must be active prior to this call!
Projects the provided `worldPosition` to the edge of the sandstorm. The sandstorm must be active prior to this call!
worldPosition- Input position to project, in world space.
outPosition- Projection of the input position on the sandstorm edge in world space.
Returns: Returns the distance to the edge (Negative for points beyond the edge, i.e. inside the sandstorm)
Returns the intensity of the sandstorm at a given position in world space. The sandstorm must be active prior to this call!
worldPosition- Input position to project, in world space.
Returns the intensity of the sandstorm at a players head position in world space. Value is influenced by external factors like interrior/underground conditions. The sandstorm must be active prior to this call!
Man- object.
proto native float GetMagnitude()Returns the magnitude of the sandstorm - the intensity independent of its position.
Returns: Returns the peak intensity of the active storm.
Callback raised when the sandstorm becomes active. Raised for both the server and the client.
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, CGame.IsServer(), and WorldData.WeatherSandstormStart()protected event void OnUpdate(float deltaTime)Callback raised every tick for as long as the sandstorm is active. Raised for both the server and the client.
deltaTime- Time step since last update.
protected event void OnStop(bool calledByWeather = false)Callback raised when the sandstorm becomes inactive. Raised for both the server and the client.
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, CGame.IsServer(), and WorldData.WeatherSandstormStop()private static event typename GetScriptedType()This method may be implemented to override the default sandstorm controller class instantiated by the Weather controller. Provided class must be inherited from the SandstormController class and must exist in the World module or lower.