wolfSetRegionWeather
Wolf Territoriesinteger wolfSetRegionWeather(list rules)
Set this region's weather. The script's OWNER must hold the region. Key/value pairs: see Wolf_Api.WeatherRulesToJson. TRUE when the grid accepted it, FALSE otherwise.
Sets the weather for the whole region: what falls, how heavily, its colour, movement, density, size and sound. Returns 1 when the grid accepted it and 0 when it refused; wolfGetLastError says why. The script's owner must hold the region (estate owner or manager), exactly as the About Land > Weather tab requires, because a script may only do what its owner could do by hand.
Parameters
| Type | Name | What it does |
|---|---|---|
| list | rules | Key/value pairs, in any order: "kind" is required, everything else is optional. See the rule table below for every key, its range and what it does. An unknown key or an out-of-range value is refused rather than ignored — a typo that quietly does nothing is the worst thing a script API can do. |
The rules list
Key/value pairs in any order. Every value is an integer percent except move, which is hundredths of a metre per second. An unknown key or an out-of-range value is refused, and wolfGetLastError says which.
| Key | Type | Values | Meaning |
|---|---|---|---|
| kind | string | clear, rain or snow | What falls. Required by both setters. "clear" on a parcel means no weather THERE even when the region is raining — a cave, a covered market. |
| level | integer | 1 – 4 | How heavy: 1 light, 2 moderate, 3 heavy, 4 torrential rain / blizzard. The level sets the base particle count and fall speed the other percentages scale. |
| bright | integer | 0 – 200 (%) | Brightness of the precipitation's lit colour. 100 is neutral. |
| colour | string | #rrggbb | The tint colour ("color" is accepted too). Rain's neutral is #aaccff, snow's is #ffffff. |
| tint | integer | 0 – 100 (%) | How far from the kind's neutral colour towards the tint colour. |
| move | integer | 0 – 300 (hundredths m/s) | Sideways drift the weather leans on. 60 = 0.60 m/s. The direction turns slowly on its own. |
| density | integer | 10 – 300 (%) | Particle count as a percentage of the level's own figure. |
| velocity | integer | 10 – 300 (%) | Fall speed as a percentage of the level's own figure. |
| size | integer | 10 – 400 (%) | Particle size as a percentage of the kind's own width. |
| sound | integer | 0 or 1 | Whether the weather makes any sound at all. |
| vol | integer | 0 – 100 (%) | Weather sound volume. |
| amb | string | none, thunder, steady, wind, distant | The ambience bed. "thunder" and "distant" are storms: they fork lightning and roll thunder in both viewers. |
| near | string | none, soft, heavy, leaves, water | The near layer — the sound of rain on what is around you. |
| on | integer | 0 or 1 | Region only. Whether the region weather is switched on. A script that sets a kind turns it on unless it says otherwise. |
Example
default
{
touch_start(integer n)
{
// A heavy thunderstorm: dense rain, leaning on a 1.8 m/s wind, loud.
if (!wolfSetRegionWeather([ "kind", "rain", "level", 3,
"density", 140, "move", 180,
"amb", "thunder", "near", "heavy", "vol", 85 ]))
{
llOwnerSay("Weather refused: " + wolfGetLastError());
}
}
}A snowy night, quiet
wolfSetRegionWeather([ "kind", "snow", "level", 2, "colour", "#e6f0ff",
"tint", 60, "velocity", 80, "amb", "wind", "vol", 40 ]);Clear skies again
wolfSetRegionWeather([ "kind", "clear" ]);
Switch the region weather off without forgetting the settings
wolfSetRegionWeather([ "kind", "rain", "on", FALSE ]);
Ours alone. Grid features you will not find on any other OpenSimulator grid.