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Features

Zone-Based Weather

  • The map is cut into weather zones, each running its own weather independently
  • It can rain in Paleto, snow in the mountains and stay clear in Vinewood at the same time
  • A player driving north watches the sky change as they cross into the next zone
  • Ships with 11 zones out of the box - add, remove, or redraw them in the config
  • GTA’s own zone names (AIRP, VINE, …) are mapped onto your zones in a lookup table

Rolling Forecast

  • Each zone builds a weighted forecast instead of picking a random sky every hour
  • The next weather is rolled from the current one, so weather develops rather than teleports
  • Forecast length, and how long each entry lasts, is configured per zone
  • Edit any weighting to reshape the whole forecast - nothing is a hardcoded sequence
  • Zones can be locked, holding a forced weather so the forecast cannot roll it away

Snow That Lays

  • Snow is a ground state, not just a sky: snow pass, footstep tracks and vehicle trails
  • Ice and snow footstep audio banks, plus rougher water during a storm
  • Loads the frozen Alamo Sea IPL automatically if your server streams it
  • Snow is entered through the forecast, not rolled at random - a cold zone drifts into it
  • canSnow is per zone, so snow can stay geographic (mountains, Paleto) or cover the map

World Time

  • Server-authoritative clock with configurable real-seconds-per-in-game-minute
  • Separate day and night scaling, so nights can run longer or shorter than days
  • Freeze the clock, pin the speed by hand, or hand it back to automatic scaling
  • Blackout toggle that cuts the city’s power without killing every headlight
  • Publishes an isNight flag other resources can read

Admin Panel

  • NUI panel showing live weather and the current forecast for every zone
  • Force a weather, skip to the next entry, regenerate a forecast, or lock a zone
  • Editable forecast timeline - rewrite any upcoming entry’s weather and length
  • World controls for time, time scale, freeze and blackout in the same panel
  • Permission-gated server-side, not just hidden in the UI

Developer API

  • Exports for reading and driving weather per zone, per player, or map-wide
  • State bags for every zone’s weather, the clock, night, freeze and blackout
  • Server events fired on weather and time changes
  • Other resources can take the sky (cutscenes, minigames, events) and hand it back

Weathersync Compatibility

  • Drop-in compatibility layer for resources written against a standard zoneless weathersync
  • getWeatherState(), setWeather(), getTime(), setBlackout() and friends all work unchanged
  • Publishes GlobalState.weather, .currentTime, .blackOut and .freezeTime in the expected shape
  • Zoneless calls are answered from a configurable primary zone
  • Turn the whole layer off with one switch

Other

  • Standalone - no framework required, works on any server
  • Fully localized through ox_lib locales
  • Configs and locales are outside the escrow, so everything you need to edit is open
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