If you're looking to build an engaging disaster game, getting your hands on a solid roblox typhoon style script is basically step one to making something players will actually want to stick around for. There's just something about the chaos of high winds, flying debris, and that feeling of "can I survive this?" that keeps people coming back to titles like Natural Disaster Survival. But if you've ever tried to write one of these scripts from a blank page, you know it's a bit more complicated than just turning up a "wind" slider in the properties panel.
Why the typhoon mechanic is so popular
Let's be real—everyone loves a bit of controlled mayhem. On Roblox, the "disaster" genre has stayed relevant for years because it's unpredictable. When you implement a roblox typhoon style script, you aren't just changing the weather; you're changing how players interact with the map. Suddenly, that bridge they were standing on isn't safe, and the house they built might just fly away.
From a developer's perspective, these scripts are great because they provide a lot of "emergent gameplay." You don't have to script every single interaction. If you set up the physics correctly, the engine handles the collisions and the wreckage for you. You just provide the "force," and the game world provides the entertainment.
Breaking down the core logic
So, what's actually happening under the hood? A typical roblox typhoon style script usually relies on a few key components: a localized center point for the storm, a radius of effect, and some serious physics manipulation.
Most creators start by using a While loop or RunService.Heartbeat to constantly check where players and unanchored parts are in relation to the storm's eye. If a part is within, say, 100 studs of the typhoon's center, the script calculates a vector pointing toward or around the center and applies a force.
You'll want to look into ApplyImpulse or LinearVelocity. In the old days, we used BodyForce, but Roblox has deprecated a lot of those older movers in favor of the new physics controllers. Using the modern stuff makes your script way more stable and less likely to cause that weird "jittering" effect that used to plague older games.
Making the wind feel powerful
Wind is invisible, so your script has to do the heavy lifting to make it feel "real." A big mistake I see a lot of new scripters make is just moving parts in a straight line. Real typhoons swirl.
To get that classic roblox typhoon style script feel, you need to use a bit of math—specifically sine and cosine. By calculating a circular offset, you can make parts orbit the center of the storm while also being pulled inward or pushed outward. It creates that terrifying "vortex" look.
Also, don't forget about player characters. You don't want to just fling them into the void instantly (unless that's your vibe). You should probably check if the player is "grounded." If they're jumping or in the air, the wind should have a much stronger effect on them than if they are standing behind a wall. This is where Raycasting comes in handy. You can cast a ray from the storm center to the player; if it hits a wall first, the player is "sheltered" and doesn't get blown away.
Adding the visual and audio layer
A script that just moves parts is technically a typhoon, but it won't feel like one until you add the atmosphere. Your roblox typhoon style script should probably trigger some global lighting changes. I'm talking about darkening the Ambient color, increasing the FogEnd distance to make things look blurry, and maybe tossing a ColorCorrectionEffect into the Lighting folder to desaturate the world.
Sound is the other half of the battle. You need a looping wind sound that gets louder as the storm intensifies or as the player gets closer to the center. You can tie the Volume property of a Sound object directly to the distance between the player's HumanoidRootPart and the storm's center. It's a small touch, but it makes the experience way more immersive.
Scripting the damage system
Survival is the name of the game. If the typhoon doesn't hurt you, there's no stakes. Inside your main loop, you'll want to check the magnitude of the wind force. If a player is being hit by a high-velocity part or is standing in the "kill zone" of the vortex, you should start ticking down their health.
Instead of just doing Humanoid:TakeDamage(100), try doing small increments. It's much scarier for a player to see their health bar slowly draining while they struggle to reach a shelter than it is for them to just pop out of existence. It gives them a chance to use medkits or find cover, which adds to the gameplay loop.
Optimizing for lag (The hard part)
Here's the thing: physics-heavy scripts can absolutely tank your game's performance if you aren't careful. If you have 500 parts on a map and your roblox typhoon style script is trying to calculate the physics for every single one of them 60 times a second, your server is going to cry.
To keep things smooth, you should only act on parts that are "unanchored." Better yet, use a tagging system. You can use CollectionService to tag specific objects that are "destructible." The script only looks for those tags. Also, consider doing the heavy visual lifting (like particle effects) on the Client side. Let the server handle the "truth" (where the storm is and who is taking damage) while the players' computers handle the pretty clouds and flying leaves. This is the secret to making a game that doesn't lag for people on mobile or older laptops.
Randomization and replayability
If the typhoon always spawns in the same spot and moves the same way, players will get bored fast. You want to script some randomness into your storm's path. Use math.random to pick a starting point outside the map boundaries and have it "drift" across the play area.
You can even create different "tiers" of storms. Maybe a "Level 1" typhoon just knocks over some trees and makes it hard to walk, while a "Level 5" storm starts ripping the roof off the main building. By varying the intensity, you keep the players on their toes.
Putting it all together
Writing a roblox typhoon style script is really a balancing act between physics, visuals, and performance. It's one of those projects where you'll spend 20% of the time writing the core code and 80% of the time tweaking the numbers to make it feel "just right."
Don't be afraid to experiment. Play around with the Friction of the floor parts, or try adding a "water rise" mechanic if your map is near the ocean. The best scripts are usually the ones that have been playtested to death and refined based on how players actually behave when the wind starts picking up.
At the end of the day, it's all about that "wow" factor. When the sky turns grey, the sirens start blaring, and the first few bricks start flying off the walls, you'll know your script is doing its job. Just keep an eye on that server micro-profiler—nobody likes a disaster that crashes the whole game!