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Readme file for danpaul88's scripts in the custom scripts.dll
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Support;
Forum	www.renegadeforums.com
Email	danpaul88@yahoo.co.uk
MSN	dannypepsipaul@ntlworld.com






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dp88_randomWeather
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This is an all-in-one script for creating randomised weather conditions on a map. It should
be attatched to a daves arrow which is spawned on the map, and only one copy of this script
should be active at any time.

For parameters where a % chance is requested, the probability for nothing is defined by the
remaining % chance when the given % chances are taken off. So, for example, if the chance of
snow is 4%, the chance of rain is 25% and the chance of volcanic ash is 1%, the chance for
no precipitation would be 70% ( 100-4-25-1 = 70 )


Parameter				Default	Type	Description

update_interval_min			20	int	Minimum time between update checks
update_interval_max			50	int	Maximum time between update checks
probability_change			20	int	% chance that the weather will change on a update check
fog_start_distance_min			20	int	Minimum start distance for fog
fog_start_distance_max			40	int	Maximum start distance for fog
fog_end_distance_min			80	int	Minimum end distance for fog
fog_end_distance_max			100	int	Maximum end distance for fog
precipitation_probability_snow		0	int	% chance of snow
precipitation_probability_rain		70	int	% chance of rain
precipitation_probability_volcanic_ash	0	int	% chance of volcanic ash
precipitation_density_min		0.0	float	Minimum precipitation density
precipitation_density_max		20.0	float	Maximum precipitation density
lighting_probability_normal		20	int	% chance of lightning
lighting_probability_war_blitz		5	int	% chance of war blitz
lighting_intensity_min			0.2	float	Minimum lightning intensity (0.0 -> 1.0)
lighting_intensity_max			0.8	float	Maximum lightning intensity (0.0 -> 1.0)
lighting_start_distance_min		0.2	float	Minimum lightning start distance (0.0 -> 1.0)
lighting_start_distance_max		0.8	float	Maximum lightning start distance (0.0 -> 1.0)
lighting_end_distance_min		0.4	float	Minimum lightning end distance (0.0 -> 1.0)
lighting_end_distance_max		1.0	float	Maximum lightning end distance (0.0 -> 1.0)
lighting_heading_min			0	int	Minimum lighting heading (0 -> 360 degrees)
lighting_heading_max			359	int	Maximum lighting heading (0 -> 360 degrees)
lighting_distribution_min		0.1	float	Minimim lightning distribution (0.0 -> 1.0)
lighting_distribution_max		1.0	float	Maximum lightning distribution (0.0 -> 1.0)
wind_heading_min			0	int	Minimum wind heading (0 -> 360 degrees)
wind_heading_max			359	int	Maximum wind heading (0 -> 360 degrees)
wind_speed_min				0.0	float	Minimum wind speed
wind_speed_max				8.0	float	Maximum wind speed
wind_variability_min			0.0	float	Minimum wind variability (0.0 -> 1.0)
wind_variability_max			1.0	float	Maximum wind variability (0.0 -> 1.0)






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dp88_unitSounds
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This is an all-in-one script for giving custom sound effects to units, and works for both
vehicles and infantry. While it works for Renegade mods, it is mainly intended for use in
total conversion modifications where the default Renegade damage and death sounds can be
disabled, otherwise both the default sound and the sound defined in this script may be
played together.

All sounds are optional, and should be left as their default value of null if you do not
wish to use that sound. The falling damage sound only works for infantry units. Sounds
should be either a sound preset or a twiddler of multiple sound presets.


Parameter				Default	Type	Description

createdSound				null	string	Sound to play when the unit is created
damagedSound				null	string	Sound to play when the unit takes damage
damagedSoundProbability			15	int	% probability for damage sound to play
damagedSoundMinInterval			5	int	Minimum interval between each time the sound is played
heavilyDamagedSound			null	string	Secondary damaged sound to play for heavy damage
heavilyDamagedSoundMinDamageAmount	40	int	Minimum amount of damage needed to use heavy damage sound
heavilyDamagedSoundProbability		15	int	% probability for heavy damage sound to play
heavilyDamagedSoundMinInterval		5	int	Minimum interval between each time the sound is played
healedSound				null	string	Sound to play when a unit has been healed
healedSoundMinHealAmount		45	int	Amount of damage that must be healed for sound to play
healedSoundCheckTime			15	int	Time period in which the healing must take place
healedSoundMinInterval			30	int	Minimum interval between each time the sound is played
fallingDamageSound			null	string	Sound to play when an infantry unit takes falling damage
fallingDamageSoundMinInterval		5	int	Minimum interval between each time the sound is played
killedSound				null	string	Sound to play when the unit is killed
