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Wind
Posted: 2008-10-07 22:42
by panther501
Would it be possible to add a wind element to the game? It would be much more realistic because then soldiers would have to compensate for long-range shots and move their cross hairs accordingly. You could also add sandstorm animations that could wound the player if they enter it. Please add onto the idea.
Re: Wind
Posted: 2008-10-07 22:43
by crazy11
I dont think this is possible with the bf2 engine. But I could be wrong.
Re: Wind
Posted: 2008-10-07 22:46
by Cyrax-Sektor
I think with higher graphics settings, smoke can be effected by large vehicle movement. Not sure if it's wind, but it could serve as an environmental effect. But modifying a player's deviation with this wind seems impossible.
On desert maps like Ejod, there are mini sandstorm clouds about the size of a player. They don't wound the player, but they're nice eye candy.
Re: Wind
Posted: 2008-10-07 23:10
by CodeRedFox
Wind as far as dirt clouds, clouds, smoke are all apart of the particle system. This in no way is related to the physics in the game. Visual element only.
Re: Wind
Posted: 2008-10-08 00:20
by panther501
but could wind still be implemented?
Re: Wind
Posted: 2008-10-08 00:27
by ReapersWarrior
no.
Re: Wind
Posted: 2008-10-08 00:40
by zangoo
Even if it was possible to add wind, with project reality's current ballistics wind would have no time to effect bullets as they are currently traveling about 1km/sec.
Re: Wind
Posted: 2008-10-08 01:15
by Spuz36
Only engine I know of now that takes wind into effect is the Crysis engine, with their tornadoes. there may have been ones before but that's all i know of now. It would be cool to add the wind effect, but it would be too random, you can't have a constant wind blowing, or have it only in one spot. Me being a weather nut, would have a fit over all that junk

It would be cool to see smoke moving and stuff, but that would be part of the particle systems. Good idea though.
Re: Wind
Posted: 2008-10-08 02:38
by Bob_Marley
Closed for resuggestion and/or hard codedness.