tsunami

A tsunami on the scene's ocean, starting at this object's position: one long travelling wave layered on the sea, a solitary hump or an N-wave whose trough comes first (the sea draws back off the beach, then the crest comes in). It travels at the speed the water's depth allows (√(g·depth); the terrain's seabed where there is one), slows, shortens and grows as the water shoals, breaks into white water and spray when too tall for the depth, and runs a little way inland. Boats and floating things ride it and are carried. Any change starts it over (watch it again while tuning). Scripts hear 'tsunami_arrival' { where, height, name } at landfall.

In scene text

tsunami { heading 1  amplitude 1  wavelength 1 }

Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.

Fields 16

FieldTypeUnit / rangeWhat it does
headingnumberdeg, -360 … 360Compass direction it travels toward (0 north, 90 east).
amplitudenumberm, 0 … 60Crest height above the sea in open water (it grows as it shoals).
wavelengthnumberm, 10 … 20Length of the hump in open water (it shortens in the shallows).
shapetext—solitary: one hump. n_wave: a trough first (drawdown), then the crest. surf: a surf break, a steady train of waves (one every wavelength / open-water speed seconds) shoaling and breaking on the seabed, with a lip that throws forward; amplitude ~0.5-1.2 m, wavelength ~60-140 m, bore_distance ~20-40 m.
drawdownnumber0 … 1.5N-wave: depth of the leading trough as a share of the crest.
depthnumberm, 0 … 8000Open-water depth at the start (speed √(g·depth)); 0 uses speed. Terrain under the sea overrides it there.
speednumberm/s, 1 … 250Open-water speed when depth is 0 (real ocean tsunamis ~200; games 15-40).
widthnumberm, 0 … 100Length of the crest across its travel (0: an endless line).
reachnumberm, 10 … 100How far it travels (its track is measured against the seabed this far).
startnumbers, -1 … 36Seconds after Play starts before it sets off; -1 waits for water_event start.
break_rationumber0 … 2Breaks when its height passes this share of the depth (0.78 McCowan; 0 never).
bore_distancenumberm, 1 … 20How far a broken wave keeps its height as a bore.
inlandnumberm, 1 … 5000How far past the waterline it runs before it dies away.
foamnumber0 … 3White water on the breaking crest.
spraynumber0 … 3Spray blown off the breaking crest.
peelnumberdeg, -75 … 75Surf: angle between the seabed's depth contours and the crests (0 closes out all along at once; 20-40 peels, the break running along the crest with an open face ahead to ride).
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us
Download Arcwright free