Method for simulating temporal aspects of area weapons
First Claim
Patent Images
1. A method for simulating temporal aspects of area weapons effects systems by a processor, the method comprising the steps of:
- determining whether a player is within an area covered by an area weapons effect simulation;
generating a probability of kill for the player based upon player parameters and upon simulation parameters;
assessing results on the player based on the probability of kill; and
iterating the steps of determining, generating, and assessing, if a duration of the area weapons effect simulation is for more than one interval.
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Abstract
A method simulates the time effect of a battlefield engagement. The method determines whether a player is in an area of effects (27). A probability of kill is generated for the player (30). The player is assessed results of kill or near-miss (31-33). The method is repeated for a selected time duration (39).
22 Citations
20 Claims
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1. A method for simulating temporal aspects of area weapons effects systems by a processor, the method comprising the steps of:
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determining whether a player is within an area covered by an area weapons effect simulation; generating a probability of kill for the player based upon player parameters and upon simulation parameters; assessing results on the player based on the probability of kill; and iterating the steps of determining, generating, and assessing, if a duration of the area weapons effect simulation is for more than one interval. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18)
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19. In a battlefield simulation, a method for simulating temporal aspects of area weapons effects systems, the method controlled by a processor and comprising the steps of:
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determining whether a player is within an area covered by an area weapons effect simulation; generating a probability of kill for the player based upon player parameters and upon simulation parameters; assessing results on the player based on the probability of kill and on countermeasures taken by the player; and iterating the steps of determining, generating, and assessing, if a duration of the area weapons effect simulation is for more than one interval.
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20. In a battlefield simulation, a method for simulating temporal aspects of area weapons effects systems, the method controlled by a processor and comprising the steps of:
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receiving by the processor a mission message; determining whether a player is within an area covered by an area weapons effect simulation; generating a probability of kill for the player based upon player parameters and upon simulation parameters; assessing results on the player based on the probability of kill and on countermeasures taken by the player; and iterating the steps of determining, generating, and assessing, if a duration of the area weapons effect simulation is for more than one interval.
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Specification