1. Play a sound.
EventCategoryLocation ( EventTypeLocation ( ) ID ( 7 ) Activation_Level ( 1 ) Outcomes ( DisplayMessage ( "Won't be shown because ORTSContinue = 0") ) Name ( Location6 ) Location ( -146 14082 -1016.56 762.16 10 ) TriggerOnStop ( 0 ) ORTSContinue ( 0 ) ORTSActSoundFile ( "x_Next_stop_MiClei.wav" "Pass" ) <======= why it is here? )
It's not bad, but why it is not like all other outcomes, in Outcomes section?
In present form, it will confuse users when editing an event.
EventCategoryLocation ( EventTypeLocation ( ) ID ( 7 ) Activation_Level ( 1 ) Outcomes ( DisplayMessage ( "Won't be shown because ORTSContinue = 0") ORTSActSoundFile ( "x_Next_stop_MiClei.wav" "Pass" ) <======= isnt it better? ) Name ( Location6 ) Location ( -146 14082 -1016.56 762.16 10 ) TriggerOnStop ( 0 ) ORTSContinue ( 0 ) )
2. Weather.
Again. Why Weather change like all other outcomes isn't like all other outcomes, in Outcome section?
Also, I think definition of new weather should be separated from event. Imagine that user needs to set weather parameters every time. I think better would be something like this:
EventCategoryLocation ( EventTypeLocation ( ) ID ( 7 ) Activation_Level ( 1 ) Outcomes ( DisplayMessage ( "Won't be shown because ORTSContinue = 0") ORTSWeatherChange ( "SunToRainWeather" ) <======= isnt it better? ) Name ( Location6 ) Location ( -146 14082 -1016.56 762.16 10 ) TriggerOnStop ( 0 ) ORTSContinue ( 0 ) )
And the Weather definitions should be in separate part of the .act files, for example ORTSWeathers.
ORTSWeatherChange ( Name ( "SunToRainWeather" ) <====== new attribute ORTSOvercast ( final_overcastFactor(float) overcast_transitionTime(int) ) ORTSFog ( final_fogDistance(float) fog_transitionTime(int) ) ORTSPrecipitationIntensity ( final_precipitationIntensity(float) precipitationIntensity_transitionTime(int) ) ORTSPrecipitationLiquidity ( final_precipitationLiquidity(float) precipitationLiquidity_transitionTime(int) ) )
Maybe I'm wrong, but that's what I think.