Fix typos in docs for BirdsModuleStart setting
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README.md
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README.md
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@ -30,7 +30,7 @@ configured to do so in the .ini file. It is possible to completely stop the modu
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listening for commands), but you must have a particular setting in the .ini file for that region (see below) - in other
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words, you must have a config for it!
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To become active, the module needs enabled in the ini file or commanded to do so from inworld or the console.
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To become active, the module needs to be enabled in the ini file or commanded to do so from inworld or the console.
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Otherwise it does nothing on startup except listen for commands. If you are running multiple regions on one simulator you
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can have different Birds settings per region in the configuration file, in the exact same way you can customize per Region
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setting in Regions.ini
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@ -60,21 +60,21 @@ Here is an example config:
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[Test Region 1]
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BirdsModuleStartup = True ;this is the default and determines whether the module does anything
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BirdsEnabled = True ;set to false to disable the birds from appearing in this region
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BirdsFlockSize = 50 ;the number of birds to flock
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BirdsMaxFlockSize = 100 ;the maximum flock size that can be created (keeps things sane)
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BirdsMaxSpeed = 3 ;how far each bird can travel per update
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BirdsMaxForce = 0.25 ;the maximum acceleration allowed to the current velocity of the bird
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BirdsNeighbourDistance = 25 ;max distance for other birds to be considered in the same flock as us
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BirdsDesiredSeparation = 20 ;how far away from other birds we would like to stay
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BirdsTolerance = 5 ;how close to the edges of things can we get without being worried
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BirdsBorderSize = 5 ;how close to the edge of a region can we get?
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BirdsMaxHeight = 256 ;how high are we allowed to flock
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BirdsUpdateEveryNFrames = 1 ;update bird positions every N simulator frames
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BirdsPrim = SeaGull1 ;By default the module will create a flock of plain wooden spheres,
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;however this can be overridden to the name of an existing prim that
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;needs to already exist in the scene - i.e. be rezzed in the region.
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BirdsModuleStartup = True ;this is the default and determines whether the module does anything
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BirdsEnabled = True ;set to false to disable the birds from appearing in this region
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BirdsFlockSize = 50 ;the number of birds to flock
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BirdsMaxFlockSize = 100 ;the maximum flock size that can be created (keeps things sane)
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BirdsMaxSpeed = 3 ;how far each bird can travel per update
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BirdsMaxForce = 0.25 ;the maximum acceleration allowed to the current velocity of the bird
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BirdsNeighbourDistance = 25 ;max distance for other birds to be considered in the same flock as us
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BirdsDesiredSeparation = 20 ;how far away from other birds we would like to stay
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BirdsTolerance = 5 ;how close to the edges of things can we get without being worried
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BirdsBorderSize = 5 ;how close to the edge of a region can we get?
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BirdsMaxHeight = 256 ;how high are we allowed to flock
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BirdsUpdateEveryNFrames = 1 ;update bird positions every N simulator frames
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BirdsPrim = SeaGull1 ;By default the module will create a flock of plain wooden spheres,
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;however this can be overridden to the name of an existing prim that
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;needs to already exist in the scene - i.e. be rezzed in the region.
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@ -82,7 +82,7 @@ Various runtime commands control the flocking module behaviour - described below
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from the Console or in world by directing them to a chat channel either from the client's Local Chat or via a script.
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You can specify which channel to use in the .ini:
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BirdsChatChannel = 118 ;the chat channel to listen for Bird commands on
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BirdsChatChannel = 118 ;the chat channel to listen for Bird commands on
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