From 50b5c964068712d4d6e145fa7b2acbed98eefd91 Mon Sep 17 00:00:00 2001 From: Jak Daniels Date: Sat, 19 Jul 2014 14:39:45 +0100 Subject: [PATCH] Minor changes to README.md --- README.md | 22 +++++++--------------- 1 file changed, 7 insertions(+), 15 deletions(-) diff --git a/README.md b/README.md index 21f2342..2ae8ef3 100644 --- a/README.md +++ b/README.md @@ -16,32 +16,24 @@ Configuration To become active, the module needs to be both referenced and enabled in the ini files. Otherwise it does nothing on startup -Entry is as follows: +Entry is as follows and in addition various config parameters are available to control the flock dynamics. [Boids] - enabled = true - - -removing the Boids group or setting enabled = false will switch off the module - -In addition various config parameters are available to control the flock dynamics - + + enabled = true ;removing the Boids group or setting enabled = false will switch off the module flock-size = 100 ;the number of Boids to flock max-speed = 3 ;how far each boid can travel per update max-force = 0.25 ;the maximum acceleration allowed to the current velocity of the boid neighbour-dist = 25 ;max distance for other boids to be considered in the same flock as us desired-separation = 20 ;how far away from other boids we would like to stay - tolerance = 5 ;how close to the edges of things can we get without being worried + tolerance = 5 ;how close to the edges of things can we get without being worried border-size = 5 ;how close to the edge of a region can we get? max-height = 256 ;how high are we allowed to flock - + boid-prim = fish01 ;By default the module will create a flock of plain wooden spheres, + ;however this can be overridden to the name of an existing prim that + ;needs to already exist in the scene - i.e. be rezzed in the region. -By default the module will create a flock of plain wooden spheres, however this can be overridden - - boid-prim = fish01 names the prim to use to represent each boid in the flock - currently this prim needs to already exist in the scene - i.e. be rezzed in the region. - Eventually this will be an inventory lookup Various runtime commands control the flocking module behaviour - described below. These can either be invoked