Renamed two configuration settings to clarify their purpose.
BirdsModuleStartup -> BirdsModuleEnabled and BirdsEnabled -> BirdsShowOnStartuppull/1/head
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@ -137,12 +137,12 @@ namespace Flocking
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}
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}
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m_startup = cnf.GetBoolean("BirdsModuleStartup", false);
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m_startup = cnf.GetBoolean("BirdsModuleEnabled", false);
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if (m_startup)
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{
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m_scene = scene;
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m_enabled = cnf.GetBoolean("BirdsEnabled", false);
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m_enabled = cnf.GetBoolean("BirdsShowOnStartup", false);
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m_chatChannel = cnf.GetInt("BirdsChatChannel", 118);
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m_birdPrim = cnf.GetString("BirdsPrim", "birdPrim");
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m_flockSize = cnf.GetInt("BirdsFlockSize", 20);
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28
README.md
28
README.md
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@ -25,13 +25,13 @@ Configuration:
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If you have the module added to or compiled with your OpenSim build then it will run a instance of itself once per region.
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By default it will configure itself to some sensible defaults and will sit quietly in the background waiting for commands
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from the console, or from in-world. It will not enable itself (i.e. rez some birds) until commanded to do so, or
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configured to do so in the .ini file. It is possible to completely stop the module from doing anything (including
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from the console, or from in-world. It will not enable itself (i.e. rez some birds) until commanded to do so, or
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configured to do so in the .ini file. It is possible to completely stop the module from doing anything (including
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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 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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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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@ -59,9 +59,9 @@ Here is an example config:
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;; Set the Birds settings per named region
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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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BirdsModuleEnabled = True ;this is the default and determines whether the module does anything
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BirdsShowOnStartup = 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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@ -72,9 +72,9 @@ Here is an example config:
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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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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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;needs to already exist in the scene - i.e. be rezzed in the region.
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;who is allowed to send commands via chat or script: list of UUIDs or ESTATE_OWNER or ESTATE_MANAGER
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;or everyone if not specified
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@ -94,7 +94,7 @@ Runtime Commands:
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The following commands, which can be issued on the Console or via in-world chat or scripted chat on the BirdsChatChannel
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to control the birds at runtime:
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birds-stop or /118 stop ;stop all birds flocking
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birds-stop or /118 stop ;stop all birds flocking
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birds-start or /118 start ;start all birds flocking
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birds-enable or /118 enable ;enable the flocking simulation if disabled and rez new birds
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birds-disable or /118 disable ;stop all birds and remove them from the scene
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@ -122,8 +122,8 @@ Security:
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By default anyone can send commands to the module from within a script or via the in-world chat on the 'BirdsChatChannel' channel.
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You should use a high negative value for channel if you want to allow script access, but not in-world chat. Further you can restrict
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which users are allowed to control the module using the 'BirdsAllowedControllers' setting. This is a comma separated list of user UUIDs,
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but it may also contain one of the pre-defined constants ESTATE_OWNER (evaluates to the UUID of the estate owner) and ESTATE_MANAGER
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(evaluates to a list of estate manager UUIDS).
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but it may also contain one of the pre-defined constants ESTATE_OWNER (evaluates to the UUID of the estate owner) and ESTATE_MANAGER
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(evaluates to a list of estate manager UUIDS).
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* For commands sent from in-world chat, it is the UUID of the avatar sending the command that is checked against the list.
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* For commands sent from a script it is the UUID of the owner of the prim in which the script resides that is checked against the list.
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@ -134,7 +134,7 @@ Any currently rezzed in-scene-object can be used as the bird prim. However fps i
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complexity of the entity to use. It is easier to throw a single prim (or sculpty) around the scene than it is to
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throw the constituent parts of a 200 linked prim dragon.
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Tests show that <= 500 single prims can be flocked effectively - depending on system and network
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Tests show that <= 500 single prims can be flocked effectively - depending on system and network
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However maybe <= 300 simple linksets can perform as well.
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Network Traffic:
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@ -186,9 +186,9 @@ is an example output:
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In the above example, there is one avatar sitting on bird-prim18. For more than one avatar the UUID list will be separated by spaces.
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Please Note:
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Please Note:
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This module is currently only tested against opensim master.
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This module is currently only tested against opensim master.
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Licence: all files released under a BSD licence
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If you have any question please contact Jak Daniels, jak@ateb.co.uk
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