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
canSnowis 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
isNightflag 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,.blackOutand.freezeTimein 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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