🟩 | 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