Does it always works with both snow and rain, or can you choose between rain and snow? Let's say I want only the rain, but have foggiest idea about scripting. What should I do? 
You can have it only rain, snow or both at the same time -- there is different functions for rain and snow, look them up in the plugin reference file.
As for an example, the plugin demo game provides with some basic script code to make it work. You can comment out (remove) parts of it responsible for the snow, such as srSetSnowAmount(...) or srChangeSnowAmount(...).
Sorry if my question is banal...but i really need to put every rain/snow setting in the room script or what?
For examble...if i want to see begin to rain in a certain room....what main function i've to use?
EDIT: ignore the message above...i solved the problem myself...
I'm glad you solved it; still to mention for anyone may having the same question: typically, you should invoke the initialization functions (such as srSetSnowView, srSetSnowTransparency, srSetSnowFallSpeed etc...) when game starts, that is within the body of the game_start() script function;
and whenever you are going to actually start snow/rain just call srSetSnowAmount or srChangeSnowAmount. You can of course change weather properties at anytime of game's running -- just invoke the init functions again whenever you need.
If i put this script...
srChangeRainAmount(100); wait(50);
srChangeRainAmount(200); wait(50);
srChangeRainAmount(300); wait(50);
...inside the "if" where timer is expired, every time that rain change amount my game goes in cutscene mode for few seconds...why?
That's due to how Wait() works -- it actually blocks the script from executing further for the specified amount of time.
What you need is to restrain from using Wait() in that particular case, for example:
at the top of room (or global) script:int weatherTimer = 15; // any number available within 1..20
int rainAmount = 0; // amount to begin with
room (or global) repeatedly execute:if (IsTimerExpired(weatherTimer))
{
if (rainAmount < 300)
{
rainAmount = rainAmount + 100;
srChangeRainAmount(rainAmount);
SetTimer(weatherTimer, 200);
}
}
some event function (to start the timer ticking for the first time):SetTimer(weatherTimer, 200);
i was thinking to arrange the sounds effect testing the rain amount
Yeah, that should make it.
