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| 17 Nov 2013 01:53 AM |
Would be in the Workspace similar to "Lighting". Inside of it can consist of different weather dynamics and types of storms and random events.
Wind: can push un-anchored bricks that are not welded to the ground. The more powerful the wind, the larger the parts can be.
Rain: could cause a player to slip and make the surfaces to bricks have a friction level of 0.1.
Lightning, would happen in any place in anytime. Would cause a very small explosion with a small radius. nearby players would be stunned or "caused to trip".
Tornadoes: different category tornadoes would spawn randomly. Causing to break joints and to make unanchored bricks "including players" to be picked up and to have a temporary break-joint script in affected bricks.
How the menu may look (scale ranges from 0 to 100, 0 being no rain at all and 100 being constant rain)
WEATHER (scale ranges from 0 to 100, 0 being no affect at all and 100 being constant affect) Quantity is how much the weather is implemented into the game (Is the rain pouring or a drizzle?) Frequency is how long each storm will last.
Rain Frequency:50 Quantity: 60 Size (by studs): (500,20,500)
Lightning Explosive[]<--- check box Quantity:20 Shock[]
Tornado Quantity:2 <--maximum amount of tornadoes in a single storm cell. Frequency:10 <--chance of it of happening Range: 5 <--- scale from 0 to 5, 5 being most powerful and largest tornado Auto [] <--- will randomly generate tornado sizes and frequency.
Wind speed would be indicated similar to the vehicles. Speed: 70 (having it at zero would make it have no wind at all)
I hope this would be added in the game to give out a better experience for players who enjoy a dynamic game.
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Exail
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| Joined: 08 Jan 2010 |
| Total Posts: 13355 |
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| 17 Nov 2013 02:12 AM |
| Total support. I always wanted to do this instead of using scripts/guis that never work good. |
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iceman8k
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| Joined: 21 Mar 2010 |
| Total Posts: 481 |
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| 17 Nov 2013 03:47 AM |
This is scriptable, but it would make things easier to have this... BTW, you're gonna get a lot of "TL;DR" comments...
-=Mind Over Matter=- |
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| 17 Nov 2013 04:42 AM |
| It would make my scripts useless :c |
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jbomb552
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| Joined: 23 Mar 2013 |
| Total Posts: 1422 |
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| 17 Nov 2013 04:56 AM |
scriptable but it would be nice to have a dynamic weather system once in a while...
support. |
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| 21 Nov 2013 07:12 AM |
Sounds good for pepole that doesn't know how to script, and also, tronadoes should be more frequent on flat areas, like in real life :l
Support |
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dogpoo9
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| Joined: 12 Aug 2010 |
| Total Posts: 7 |
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| 21 Nov 2013 07:26 AM |
That seems like a good idea Great Idea Danny |
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Vulturite
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| Joined: 08 Sep 2013 |
| Total Posts: 4107 |
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| 19 Jun 2014 12:45 AM |
| This sounds fantastic. I support. |
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| 19 Jun 2014 12:50 AM |
| TOTAL 9999999999999999% SUPPORT. |
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| 19 Jun 2014 12:53 AM |
meh, thats why there are scripts xD. buuutttt....
SUPPORT |
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Pexur
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| Joined: 23 Jun 2008 |
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titan163
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| Joined: 18 Sep 2008 |
| Total Posts: 284 |
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| 19 Jun 2014 01:27 AM |
If you can choose a size for the area of rain coverage, should you not also be able to choose where the center is located in the game based on X,Z coordinates?
Support, but there are some points that need to be elaborated on. |
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| 19 Jun 2014 04:19 AM |
half support.
no support reason: major lag
support reason: the weather is really good for realistic game.
~promises to pay the bearer on demand at its office here |
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Sirenoob
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| Joined: 14 Dec 2012 |
| Total Posts: 4967 |
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| 19 Jun 2014 04:55 AM |
yeah, they already put terrain generator which is scriptable, fogs, etc support |
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niphaa
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| Joined: 02 Feb 2009 |
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| 19 Jun 2014 05:35 AM |
Yep, support "inserts a freemodel city" "un-anchors and city still stands" "activates all weather at max power" trolololol city is doomed. |
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| 19 Jun 2014 05:56 AM |
Total support.
- The Maniacal Murderer of OT |
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| 19 Jun 2014 07:08 AM |
If this can be disabled...
Supported 100% |
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Nyxis
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| Joined: 15 Nov 2012 |
| Total Posts: 3374 |
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| 19 Jun 2014 07:22 AM |
| No support. I know I may seem rude. But, learn to script so this isn't necessary. |
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| 19 Jun 2014 08:13 AM |
@Nyxis,
Fog was scriptable and ROBLOX added it.
Dynamic lighting was scriptable and ROBLOX added it.
Terrain was buildable but ROBLOX added it.
There comes a point when scripting something causes too much of a workload on the servers to where it is simply better for ROBLOX to put the system in the main engine itself.
Support. |
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CSordyl
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| Joined: 30 May 2014 |
| Total Posts: 2552 |
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| 19 Jun 2014 08:16 AM |
No support.
1. Scriptable 2. "Dynamic lighting was scriptable and ROBLOX added it." Mind providing a source? |
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SmallOdds
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| Joined: 05 Nov 2011 |
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Nyxis
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| Joined: 15 Nov 2012 |
| Total Posts: 3374 |
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| 19 Jun 2014 09:09 AM |
| Dynamic Lighting isn't "scriptable". It's a built-in feature that can be manipulated with Lua. Same goes for Fog & Terrain. |
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| 19 Jun 2014 09:11 AM |
Even though it is scriptable it make the job 99% easier. Total support.
~You have not seen anything |
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