Weather: Difference between revisions

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[[File:Api_tools_visual.png|thumb|right|400px|[[Weather]]s in relation to [[Environment]] and [[Special Effect]]s]]
{{learned|file=WeatherLogo.jpg|what Weather is|how Weather relates to the Tygron engine|about the different Weather types in the Tygron engine|how to add Weather to your project|how to change Weather in your project}}
Weather is an [[Item]] in the {{software}} that can be referenced to by [[Water Overlay]]s. It can also be used as to a visual weather effect in the [[3D Visualization]]. However, certain visual elements related to weather, such as clouds and sunshine, are controlled using [[Environment]] settings.
==Weather==
: ''Weather is the state of the atmosphere, to the degree that it is hot or cold, wet or dry, calm or stormy, clear or cloudy.''
 
From [https://en.wikipedia.org/wiki/Weather# Wikipedia]
 
==How weather relates to the Tygron Engine==
Weather as behavior is in the Tygron Engine mostly defined by the actual precipitation type selected. The more visual elements referring to weather, such as clouds and sunshine, are handled in the [[Environment]] tab of the [[Animations]] section of the [[Editor]].
 
Weather behavior affects multiple facets of the Tygron Engine when implemented, such as [[Water Storage (Indicator)|Water Storage]], [[Terrains#Flooding Terrain|Floodings]], [[Terrains#Safe Zone Terrain|Safe Zones]], etc.


==Different types of weather==
==Different types of weather==
There are different behaviors that are considered weather types in the Tygron Engine. These behaviors/ weather types can be triggered automatically, or specifically through an [[Events|event (bundle)]], linked to a [[Measures|measure]], [[Messages|message]] or [[levels|level start]]. The following weather types can be selected:
There are different behaviors that are considered weather types in the {{software}}. These behaviors/ weather types can be triggered automatically, or specifically through an [[Events|event (bundle)]], linked to a [[Measures|measure]], or [[Scenario]]. The available weather types are listed below.
===Rain===
===Rain===
[[File:Weather_Rain2.jpg|thumb|left|150px|Weather type 'Rain']]
[[File:Weather_Rain2.jpg|thumb|left|150px|Weather type 'Rain']]
Rain is a commonly used weather type in the Tygron Engine that can be selected to be added to a project. When the weather type 'Rain' is triggered, the water level in the area will slightly rise. In other words, the more rain is occurring in an area, less water storage will be available for calamities such as floodings.
Rain is a commonly used weather type in the {{software}} that can be selected to be added to a project. When the weather type 'Rain' is triggered, the water level in the area will slightly rise. In other words, the more rain is occurring in an area, less water storage will be available for calamities such as floodings.
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===Snow===
===Snow===
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===Wind===
===Wind===
[[File:Weather_Wind.jpg|thumb|150px|left|Weather type 'Wind']]
[[File:Weather_Wind.jpg|thumb|150px|left|Weather type 'Wind']]
The weather type 'Wind' is currently only available in the drop down menu on the ri9ght panel, and has no real effect on the project yet.
The weather type 'Wind' is currently only available in the drop down menu on the right panel, and has no real effect on the project yet.
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===Flooding===
===Flooding===
[[File:Weather_Flooding.jpg|150px|thumb|left|Weather type 'Flooding']]
[[File:Weather_Flooding.jpg|150px|thumb|left|Weather type 'Flooding']]
The weather type 'Flooding' floods a designated area when triggered. This area must first be manually drawn in and can cover any designated area.
The weather type 'Flooding' floods a designated area when triggered. This area must first be manually drawn in and can cover any designated area.
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===Safe Zone Flooding===
{{article end
[[File:Weather_SafeZoneFlooding.jpg|150px|thumb|left|Weather type 'Safe Zone Flooding']]
|howtos=
The weather type 'Safe Zone Flooding' floods all areas outside the defined Safe Zone when triggered. Any areas added to the Safe Zone through actions and measures will not flood either. This weather type can be linked to indicators that refer to safe zones, for example, the lot size of industrial buildings that are protected in a safe zone. See also [[Excel Indicator]] and the [[TQL|Tygron Query Language]].
* [[How to configure a Weather]]
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{{Template:Editor tools nav}}


==Configuring weather in a project==
[[Category:Items]][[Category:Weather]]
{{Editor ribbon|header=Animations|bar=Weather}}

Latest revision as of 14:16, 21 February 2023

Weather is an Item in the Tygron Platform that can be referenced to by Water Overlays. It can also be used as to a visual weather effect in the 3D Visualization. However, certain visual elements related to weather, such as clouds and sunshine, are controlled using Environment settings.

Different types of weather

There are different behaviors that are considered weather types in the Tygron Platform. These behaviors/ weather types can be triggered automatically, or specifically through an event (bundle), linked to a measure, or Scenario. The available weather types are listed below.

Rain

Weather type 'Rain'

Rain is a commonly used weather type in the Tygron Platform that can be selected to be added to a project. When the weather type 'Rain' is triggered, the water level in the area will slightly rise. In other words, the more rain is occurring in an area, less water storage will be available for calamities such as floodings.

Snow

Weather type 'Snow'

The weather type 'Snow' is a winter style visualization of the weather type 'Rain' and behaves accordingly. Currently only falling snow is being visualized.

Drought

Weather type 'Drought'

The weather type 'Drought' makes the area brighter (bloom) and water levels drop, when triggered. A dropped water level enlarges the water storage capacity of an area.

Wind

Weather type 'Wind'

The weather type 'Wind' is currently only available in the drop down menu on the right panel, and has no real effect on the project yet.

Flooding

Weather type 'Flooding'

The weather type 'Flooding' floods a designated area when triggered. This area must first be manually drawn in and can cover any designated area.