Exports
Weather Sync's server and client exports, and the old weather scripts it stands in for.
Server
exports.gg_weathersync:setWeather('RAIN', instant) -- true when it was a weather
exports.gg_weathersync:setTime(21, 30, instant)
exports.gg_weathersync:freezeTime(true)
exports.gg_weathersync:freezeWeather(true)
exports.gg_weathersync:setBlackout(true)
exports.gg_weathersync:setLook('miami') -- nil or 'none' takes it off
exports.gg_weathersync:getState() -- { time, minute, timeFrozen, weather, weatherFrozen, blackout, look, quake }
exports.gg_weathersync:startQuake(6.5, 'sandy') -- true and the quake; size and place optional
exports.gg_weathersync:stopQuake()
exports.gg_weathersync:getQuake() -- { magnitude, place, label, where, natural } or nil
exports.gg_weathersync:meteorStrike(src, big, x, y) -- a meteor in 9 s near player src (nil: anyone) or at x, y
Client
Pause the shared time and weather for one player (an interior, a character screen, a cutscene), set your own, then give it back. Holds stack, so two scripts can hold at once.
exports.gg_weathersync:hold('my_interior')
exports.gg_weathersync:release('my_interior')
exports.gg_weathersync:isSynced()
exports.gg_weathersync:getState()
Scripts written for other weather scripts
Weather Sync provides qb-weathersync, qbx_weathersync and cd_easytime, so a dependency on any of them is met, and scripts written for them keep working.
- qb-weathersync and qbx_weathersync (qbx_core, qbx_adminmenu, apartments): every export under both names, and the server events
setWeather,setTime,toggleBlackout,toggleFreezeTimeandtoggleDynamicWeather, which check the panel's access. - cd_easytime:
GetWeather,GetAllData,SetTime,SetWeatherandGetRealDataon the server, andGetWeather,GetAllDataandGetPauseSyncStateon the client. - Renewed-Weathersync: its GlobalState keys
weather,blackOut,freezeTime,currentTime,timeScaleandisNightstay up to date, and a script that sets one changes the shared time or weather.
On the client, qb-weathersync:client:DisableSync and EnableSync, vSync:toggle, cd_easytime:PauseSync and Renewed's LocalPlayer.state.syncWeather = false still pause it for one player.
Scripts that ask for the weather get the game weather underneath an event: Clear during an Aurora.
