Zone Weather gives every part of your map its own sky. Draw a region on the GTA map, give it a weather cycle, and from that moment everyone inside it lives under that weather — rain over the city while the desert bakes, fog on the coast, snow in the mountains — with the sky cross-fading frame by frame as players drive from one zone into the next. Each zone can run its own clock, the server keeps one shared clock for everywhere else, and that clock can follow real time.
On top of the seventeen stock GTA weathers it paints eight simulated weathers: a tsunami that floods the map, a tornado that walks its zone and throws cars, an earthquake that shakes the world, a supercell that throws real lightning, a sandstorm, heavy snow, a blood moon and the dark hour. Before a tsunami, a tornado or an earthquake arrives, emergency sirens sound across the zone and every player is told what to do — on screen and on their phone. Zones are drawn in game, every value is a setting changed live from a panel, and the weather is driven by hand from a third one.
Where to start#
Page | What it covers |
|---|---|
Requirements, download, load order, the database, admin access and the files you can edit. | |
Taking out qb-weathersync, cd_easytime and other time syncs, and why the scripts that depended on them keep working. | |
The three panels, drawing zones, weather cycles, every weather type, the simulated disasters, emergency alerts, the clock, blackouts and the settings. | |
Frameworks, permissions, notifications, the HUD, qs-smartphone, the compatibility bridges, state bags and languages. | |
Every chat command, the client and server exports, and the events for driving it from your own scripts. | |
What each problem means, and the command that explains it. |
What it does#
Area | Details |
|---|---|
Zones | Polygons drawn on the GTA map or captured by walking the border, with a floor, a ceiling and a priority for overlaps. Seven zones covering the whole map ship ready to use. |
Weather cycles | Each zone rolls through its own weighted list, every entry with its own length, and remembers where it was across a restart. |
Blending | The sky cross-fades frame by frame between zones and between weathers, with eased curves, a border hold against flicker and instant changes on a teleport. |
Simulated weather | Tsunami, tornado, earthquake, supercell lightning, sandstorm, heavy snow, blood moon and dark hour — each one tuned from its own page of settings. |
Emergency alerts | A warning period before a disaster: a siren across the affected zone — the whole map for a tsunami — instructions for that disaster, a reminder, an arrival notice and a phone notification through qs-smartphone. |
Time | One server clock with its own speed, frozen or running, saved across restarts — or following real time — plus an optional clock per zone. |
Blackouts | A city-wide power cut by hand, short outages during storms and earthquakes, and a full one while a tsunami floods the streets. |
Three panels | A zone creator, a live control panel to force, lock and reroll weather, set the clock and cut the power, and a settings panel for every value the resource reads. |
Compatibility | Stands in for qb-weathersync and cd_easytime, mirrors weather and time into state bags, and fires events your scripts can listen to. ESX, QBCore, Qbox or standalone. |
Languages | 41 translations ship with it, switched from the settings panel. |
Driving it from your own scripts? Close the shops at night with one event, read any zone's weather with one export, or set off a tornado from a heist. See Commands and Exports.



