Zone Based Weather w/ Time Management

Zone Based Weather w/ Time Management

$15.00

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🟩 | Escrowed

🟥 | Open Source


Frameworks:

🟩 | Standalone - no framework integration required, runs on any server with ox_lib


Docs: LINK

Preview: LINK


Zone Based Weather

  • Map is cut into 11 configurable weather zones, each running its own independent weather
  • It can be raining in Paleto, snowing in the mountains, and clear in Vinewood at the same time
  • Players watch the sky change as they drive across a zone border
  • 91 GTA zone names pre-mapped onto the weather zones

Rolling Forecast Per Zone

  • Each zone builds a weighted forecast ahead of time - weather develops instead of teleporting
  • Clear rolls to Clouds, Clouds to Overcast, Overcast to Rain, Rain to Thunder
  • Weather can hold on itself, so a spell of rain lasts instead of churning every hour
  • Forecast length and the real minutes between each change are configurable per zone
  • 17 weather types, including holiday skies (XMAS, HALLOWEEN, RAIN_HALLOWEEN, SNOW_HALLOWEEN) that can be forced but never roll by accident

Snow That Actually Lays

  • Not just a change of sky - snow pass, footstep tracks, vehicle trails, and falling snow particles
  • Ice and snow footstep audio
  • Choppier water during a storm
  • Frozen Alamo Sea IPL, if your server streams it
  • Ground snow settles halfway through the transition so the storm reads as arriving, not popping in
  • Snow enabled per zone with an independent chance each, geographic by default or across the whole map
  • Separate cold weather chain with a built-in way back out, so snow never lasts forever

World Time

  • Separate day and night scaling - run longer nights without slowing down the whole day
  • Configurable start time, and an option to boot with the clock frozen
  • Freeze the clock at runtime
  • Blackout to cut the city power
  • Night window wraps past midnight, so 22-6 behaves the way you'd expect

Admin Panel

  • Live weather for every zone at a glance
  • Editable forecast timeline
  • Force a weather on one zone or every zone at once
  • Skip a zone to its next weather, or roll it an entirely new forecast
  • Zone locking - hold a zone on a forced weather so its forecast cannot roll it away
  • World tab for time, freeze, timescale, and blackout
  • Every panel action is permission checked on the server, not just hidden in the UI

Weathersync Compatibility

  • Drop-in compatibility layer - resources written against Renewed-Weathersync or qb-weathersync work unchanged
  • getWeatherState, getTime, setTime, getBlackoutState, setBlackout, getTimeFreezeState, setTimeFreeze, getDynamicWeather, setDynamicWeather, nextWeatherStage
  • GlobalState.weather, GlobalState.blackOut, GlobalState.freezeTime, GlobalState.currentTime all published
  • Can be turned off entirely if you run another weathersync alongside it

Developer API

  • Zone aware exports on top of the compatibility layer
  • Get and set weather per zone, or every zone at once
  • Read any zone's full forecast
  • Resolve which zone a specific player is standing in and what their sky is doing
  • Lock and unlock zones from other scripts, so an event that forces a sky keeps it
  • Query the zone list and every valid weather type instead of hand-copying them into your config
  • Any resource can claim the sky temporarily via a state bag - cutscenes, minigames, fixed horizon events - and hand it back when done

Configuration

  • Open, escrow-friendly config files
  • Primary zone, transition timings, and debug logging
  • Command names, permissions, and the compatibility layer switch
  • The zones themselves - label, starting weather, snow, forecast length, minutes between changes
  • Map GTA's own zone names onto your zones
  • Valid weather types and the weighted table that drives the forecast
  • Start time, day/night scaling, and what counts as night
  • Fully localisable


Dependencies:

  • ox_lib