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Random Weather Generator (Event System)

Ok, i stumbled upon a very simple, and powerful weather gererator, that is easier to use than scripts for most ppl.

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Demo Link
http://files.filefront.com/Weather+Gene ... einfo.html
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Requirements
-Able to use swtichs
-Understands variables(optional if you want to customize)
-Ability to understand this thread.[lol]
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Advantages
-No scripting knowledge needed.
-100% Customizable
-Simple, yet powerful
-Easily turn on or off
-No credit needed. It is appreciated though!
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Disadvantages
-Resets wheater after map change
-If you want to turn off, you need to set weather effects to none and weather switch to off for each transfer
-To turn back on, you need to turn weather switch on each transfer
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How to set up.
Download the demo here. Includes system(duh) Just copy and paste!
http://files.filefront.com/Weather+Gene ... einfo.html
Customizing--
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<How often the weather changes>
On default, it is set to pick a random variable from 1-100.
if the variable lands on 1-8, it starts raining or storming.
9 or above sets weather back to nothing.
<How to change how often the weather changes>
-Lower or raise the 100 variable in the pick random variable (i hope you understand what i'm saying.)
-If you want it to rain more often, make it so it is 1-60 or what ever you want
-To make it less often, make it 1-120 or whatever you want.
-Then to decide how long it will rain.
-Change the wait 700frame(s) section to how ever you please.
Remember 700 frames is about 35 seconds (20frames almost=1second)
So if you decide to make it 400 frames, it will rain for a bout 20 seconds.
Pretty easy, huh?
<How do i make weather fade in?>
Usually, weather dosen't randomly just start pouring, It usually starts off slow. then gets faster.
When you edit the weather type (None/Rain/Storm/Snow) , Power (1-9) and frames (1-200)
You want to edit the frames also. That way, it will fade in after the amount of frames you named. So it can start slow and get fast.
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<Turning on and Off>
         <Turning On>
To turn on, is simple all you have to do is turn on the condition switch for the common event. Very easy
         <Turning Off>
When you use a transfer player event into another map, most likely an indoor map (or possible a snowy one)
you might want to turn wheather off. Right?
So when you have your transfer event you need to turn off the condition switch for the common event. Also, you may want to turn off the weather by using a
Set @>weather effects=none
event. That way, when you switch maps, it still isn't raining for a few seconds when you get in.
                         But what about when you get back outside?
Just turn on the condition switch on the way out.
simple, just needed in every transfer, some what anoying but still livable.

Thanks to every one who read this and make good use of the system!
 

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Sponsor

I did another version of an event-based weather system quite a while ago, here it is if you want to compare notes.  Mine is quite a bit more robust, taking into account different climate types, and it remembers weather across map transitions.  It works very similarly, though.  Here's a link:
On Filefront
 
Admiral_Stalfos19":2yoo3lvx said:
So where exactly is the actual script? There's no seperate tags, and the Main hasn't been changed

U R TH3 ID10TZ!

lol ok got the chat speak lol... anyway... I really like things like this. Event in my opinion are powerful as hell just that people don't take advantage of them... Why does everyone think weather systems are scripts o.O...
 
I'm going to try to make a weather system script (for the sake of learning script), but I've done this with events too...just without all of the glitches:

-no reseting each map
-no complicated method of turning off and on
-comes and goes randomly
-can be turned off with a single switch, etc.

My advice is that you can easily make this without glitches, don't post before you fix them all.  Of course, that's just my opinion.  I would not use this seeing all of those bugs.

Fix it up a bit.  If you don't know how, PM me.


EDIT: If you want to see one of my systems, click here.  Read through it, and you will see all of the precautions to prevent glitches (even unlikely ones).
 
...for the last time, it's an event system. Thus, it'll work for both, unless it includes events which aren't present in one of the versions...which it doesn't.
 
ummm... im actually using this system, and ive added on to it quite a bit... the version posted here doesnt have sound or screen tints, my personal version has both... if people want it i can share it.
 
This system is more than a little too simplistic. I've dealt with evented (and scripted) weather systems before, and they have to have some complexity to function properly. I'd suggest you add a little weather other than just rain. (for example, try making a thunderstorm. I had lots of fun doing that) I'd also suggest you use cross-map weather, so that it doesn't simply shut off when someone changes to another map.
 
Glitchfinder":26ejndh2 said:
This system is more than a little too simplistic. I've dealt with evented (and scripted) weather systems before, and they have to have some complexity to function properly. I'd suggest you add a little weather other than just rain. (for example, try making a thunderstorm. I had lots of fun doing that) I'd also suggest you use cross-map weather, so that it doesn't simply shut off when someone changes to another map.
you probably weren't talking to me, but how would i go about making this cross-map?
 
lordnick5000":1lbfvkzr said:
Glitchfinder":1lbfvkzr said:
This system is more than a little too simplistic. I've dealt with evented (and scripted) weather systems before, and they have to have some complexity to function properly. I'd suggest you add a little weather other than just rain. (for example, try making a thunderstorm. I had lots of fun doing that) I'd also suggest you use cross-map weather, so that it doesn't simply shut off when someone changes to another map.
you probably weren't talking to me, but how would i go about making this cross-map?

What you'd have to do, if you didn't want to script the system, is modify the teleportation events to reactivate the event from the start, once you are on the other map. I suggest that you try to add in other weather as well, even if its just fog. I'd also recommend that if you have multiple types of weather, you store the current weather in a variable, as a number. (that way, you can tell which part of the system to activate)
 
i actually have done all of the things you suggested already, i never thought about using the teleportation to activate it though. in fact, the weather seems to be cross-map already... even though i never tried to do it before :\ hmmm...
 
lordnick5000":12p2xufe said:
i actually have done all of the things you suggested already, i never thought about using the teleportation to activate it though. in fact, the weather seems to be cross-map already... even though i never tried to do it before :\ hmmm...

One reason I suggested using teleportation to activate it was because it also allows you to change it for indoors (a different rain sound, no weather animations) and underground.
 

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