It's ok guys. It's posted.
I've commented the living heck out of the product.
It works out of the box and is very simple to use, but offers itself as a function library for more advanced users.
So in a basic sense a few variable changes and you are on your way.
In a more complex sense, you could potentially use my core functions and write your OWN time of day and/or weather system.
All of that is within bounds. I tested it as extensively as I could but my job is pretty busy these days so ... it is what it is. I guess we'll see how it turns out.
Process for new basic users:
Make a level.
Finish your level as best you can. You want to add my time of day system last because of how difficult it is to place trigger zones and moving them after the fact.
At this point place your player marker.
Add the decals for rainbox/snowbox/etc if you are using weather (it's detailed in algosteps thread). Drag them so they are SQUARELY on top of the player marker.
Now place your zone-wide trigger zone and use bag_weatherfunc.lua - the script requires you be in the zone to function.
Where applicable, make new zones for buildings and use the bag_w_indoor.lua for a new trigger box to stop weather indoors.
You can also initiate weather directly using startrain/startdust/startsnow.lua and a (you guessed it!) trigger box.
Now after you save your level go out of the application and open the lua file.
There are several variables to modify:
TODcycledelay - the delay BETWEEN cycles. there are about 12 total, or 2 hour increments; they are detailed in the file. 3000ms default.
TODcycletime - the delay between each individual frame of the cycle - 30ms default. There are 100 total. So ... 3000ms total. Modify this larger to make the cycle last longer and give a more realistic transition.
That's basically it. There's a lot, lot more obviously, but this is the long and short of making a simple weather/time of day system.
Alas, the other features I want will have to wait until v2, probably next year.