Jump to content

What about Dynamic weather?


Recommended Posts

Would a list not be much simpler:

Minute : Effect : Chance[%]

000 : rain : 100

030 : cloudy : 20

040 : cloudy : 50

050 : cloudy : 100

110 : sunny : 10

130 : sunny : 30

So it starts with rain. At minute 30 there is a 20% chance to stop raining. At min 50 it will stop raining. At 110 the sun may come out and so on.

One dice roll per turn. Getting the transitions for brightness looking good may be a problem. Also spotting may be hard coded with conditions?

It would be a very nice touch to have the sun come out during a battle. Especially if you bought a plane. :D

Maybe but, as I understand your meaning that way would not allow for gradations of weather eg from light to heavy rain to downpour. Most of the time you don't get sudden torrential downpours jus like that although it does happen. Usually you get a light rain starting then becoming heavier. Likewise mist starts to thicken and may become a dense fog before gradually thinning out again. If we want a trully dnamic weather system we want it to be as realistic as possible

Link to comment
Share on other sites

Can't say I had actually noticed but then I had not been looking for this specifically. So, in principle it might be possible for BF to implement the coding for a dynamic weather system similar to what I suggested. There may of course be issuse around the coding but much of what would be needed is already there

What they would need to add would be the "weather tree" with options available by season.Obviously the same can be done for wind speed and direction. In theScenario editor the designer specifies whether weather will change or remain constant throughout the battle. Same decisions for wind speed and direction aswell as tempreture If no then we get the same as now. If yes this opens up a series of options the availability depending on season. Associated with each is a probaility of change similar in looks to the parameters we set under victory conditions. As previously described weather will gradually change.

Hence clear could change to either hazy or overcast. If overcast that could change to one of the rain conditions with a percentage set for each. That woul for instance allow us to have a sudden summer thunderstorm. The scenario designer can then set a variable amount of time until the weather changes again employing the "tree" system. Visually he player might see the sky clearing or starting to gradually cloud over and look increasingly threatening as it does in the real world.

In principle his should be possible in technical terms using verl little extra processing power beyond what is already being used. Much of it will go on "under he bonnet" and will not be seen by players until the weather does actually change.

What if the editor had options for weather changes to be light, moderate or severe and then let engine change the weather based on the currently selectable choices? So if you chose a hot, humid battle fought at 7-9 pm and moderate as the change option, there would be say a 60% chance a thunderstorm would roll in. Or choose severe on an overcast, cold, windy day and snow squalls will blow randomly throughout the battle.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...