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Cleanup some junk, update the default configuration
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Original file line number | Diff line number | Diff line change |
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@@ -1,100 +1,42 @@ | ||
<?xml version="1.0" encoding="UTF-8"?> | ||
<WalkerSim xmlns="http://zeh.matt/WalkerSimSchema" | ||
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" | ||
xsi:schemaLocation="http://zeh.matt/WalkerSimSchema WalkerSimSchema.xsd"> | ||
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<!-- Debug Options, be careful what you activate here to avoid console spam. --> | ||
<?xml version="1.0" encoding="utf-8"?> | ||
<WalkerSim xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns="http://zeh.matt/WalkerSimSchema"> | ||
<DebugOptions> | ||
<LogSpawnDespawn>true</LogSpawnDespawn> | ||
<LogSpawnDespawn>false</LogSpawnDespawn> | ||
</DebugOptions> | ||
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<!-- Random seed for the random number generator --> | ||
<RandomSeed>1337</RandomSeed> | ||
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<!-- Maximum amount of agents to simulate, it will never exceed the number --> | ||
<MaxAgents>15000</MaxAgents> | ||
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<!-- Agents will be assigned to a group, this specifies how many members a group will have --> | ||
<GroupSize>1000</GroupSize> | ||
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<!-- In case a new simulation starts this is the amount of ticks it will advance in one go --> | ||
<MaxAgents>6000</MaxAgents> | ||
<TicksToAdvanceOnStartup>100</TicksToAdvanceOnStartup> | ||
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<!-- This will put agents of the same group closer together at initial start of the simulation --> | ||
<StartAgentsGrouped>false</StartAgentsGrouped> | ||
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<!-- The position of where agents are placed on the initial start of the simulation | ||
Choices: | ||
RandomBorderLocation: Random position near the border. | ||
RandomLocation: Random position. | ||
RandomPOI: Random POI position. | ||
Mixed: Selects a random choice from above for each agent. | ||
--> | ||
<StartAgentsGrouped>true</StartAgentsGrouped> | ||
<GroupSize>100</GroupSize> | ||
<AgentStartPosition>RandomLocation</AgentStartPosition> | ||
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<!-- The position of where the agent will be placed when the in-game actor ceases to exist. | ||
Choices: | ||
None: Will disable respawning which allows clearing all agents. | ||
RandomBorderLocation: Random position near the border. | ||
RandomLocation: Random position. | ||
RandomPOI: Random POI position. | ||
Mixed: Selects a random choice from above for each agent excluding 'None'. | ||
--> | ||
<AgentRespawnPosition>RandomBorderLocation</AgentRespawnPosition> | ||
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<!-- The option specifies if the simulation should be paused when no players are on the server --> | ||
<PauseWithoutPlayers>true</PauseWithoutPlayers> | ||
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<!-- Specifies if the simulation should be paused during blood moons --> | ||
<PauseDuringBloodmoon>true</PauseDuringBloodmoon> | ||
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<!-- Processors are used to specify how the simulation runs, each processor typically has a Distance and Power, | ||
The specified distance is used to query nearby agents and power specifies how strong it will influence the | ||
movement direction. Not all processor types use the 'Distance' attribute. | ||
Processor Types: | ||
Flock: Keeps agents near other agents. | ||
Align: Will align movement direction of the agent with nearby agents. | ||
Avoid: Steers away from other agents. | ||
Group: Agents will steer towards other agents who are in the same group. | ||
GroupAvoid: Agents will steer away from other agents who are not a member of the same group. | ||
Wind: Influences the movement direction by wind direction, the wind will change over time. | ||
StickToRoads: Agents will steer towards close by roads. | ||
--> | ||
<MovementProcessors Group="-1" SpeedScale="1.0"> | ||
<Processor Type="FlockSameGroup" Distance="150.0" Power="0.003" /> | ||
<Processor Type="AlignSameGroup" Distance="150.0" Power="0.001" /> | ||
<Processor Type="AvoidSameGroup" Distance="50.0" Power="0.0015" /> | ||
<Processor Type="AvoidOtherGroup" Distance="50.0" Power="0.04" /> | ||
<Processor Type="Wind" Power="0.07" /> | ||
<Processor Type="StickToRoads" Power="0.01" /> | ||
<Processor Type="WorldEvents" Power="0.05" /> | ||
<MovementProcessors Group="-1" SpeedScale="1" Color="#80FF80"> | ||
<Processor Type="FlockAnyGroup" Distance="50" Power="0.0001" /> | ||
<Processor Type="AlignAnyGroup" Distance="50" Power="0.0001" /> | ||
<Processor Type="AvoidAnyGroup" Distance="30" Power="0.0002" /> | ||
<Processor Type="Wind" Distance="0" Power="0.0011" /> | ||
<Processor Type="StickToRoads" Distance="0" Power="0.0025" /> | ||
<Processor Type="WorldEvents" Distance="0" Power="0.005" /> | ||
<Processor Type="AvoidOtherGroup" Distance="140" Power="7E-05" /> | ||
</MovementProcessors> | ||
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<MovementProcessors Group="0" SpeedScale="1.2"> | ||
<Processor Type="FlockSameGroup" Distance="150.0" Power="0.003" /> | ||
<Processor Type="AlignSameGroup" Distance="150.0" Power="0.001" /> | ||
<Processor Type="AvoidSameGroup" Distance="50.0" Power="0.0015" /> | ||
<Processor Type="AvoidOtherGroup" Distance="50.0" Power="0.08" /> | ||
<Processor Type="Wind" Power="0.007" /> | ||
<Processor Type="WorldEvents" Power="0.05" /> | ||
<MovementProcessors Group="-1" SpeedScale="1" Color="Red"> | ||
<Processor Type="FlockAnyGroup" Distance="50" Power="0.0001" /> | ||
<Processor Type="AlignAnyGroup" Distance="50" Power="0.0001" /> | ||
<Processor Type="AvoidAnyGroup" Distance="30" Power="0.0002" /> | ||
<Processor Type="Wind" Distance="0" Power="0.0001" /> | ||
<Processor Type="StickToRoads" Distance="0" Power="0.0025" /> | ||
<Processor Type="WorldEvents" Distance="0" Power="0.005" /> | ||
<Processor Type="AvoidOtherGroup" Distance="140" Power="7E-05" /> | ||
</MovementProcessors> | ||
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<MovementProcessors Group="1" SpeedScale="1.3"> | ||
<Processor Type="FlockSameGroup" Distance="150.0" Power="0.003" /> | ||
<Processor Type="AlignSameGroup" Distance="150.0" Power="0.001" /> | ||
<Processor Type="AvoidSameGroup" Distance="50.0" Power="0.0015" /> | ||
<Processor Type="AvoidOtherGroup" Distance="50.0" Power="0.8" /> | ||
<Processor Type="Wind" Power="0.007" /> | ||
<Processor Type="WorldEvents" Power="0.05" /> | ||
<MovementProcessors Group="-1" SpeedScale="1" Color="#FF80FF"> | ||
<Processor Type="FlockAnyGroup" Distance="50" Power="0.0001" /> | ||
<Processor Type="AlignAnyGroup" Distance="50" Power="0.0001" /> | ||
<Processor Type="AvoidAnyGroup" Distance="30" Power="0.0002" /> | ||
<Processor Type="StickToRoads" Distance="0" Power="0.0025" /> | ||
<Processor Type="WorldEvents" Distance="0" Power="0.005" /> | ||
<Processor Type="AvoidOtherGroup" Distance="140" Power="7E-05" /> | ||
<Processor Type="WindInverted" Distance="0" Power="0" /> | ||
</MovementProcessors> | ||
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<MovementProcessors Group="2" SpeedScale="1.4"> | ||
<Processor Type="FlockSameGroup" Distance="150.0" Power="0.003" /> | ||
<Processor Type="AlignSameGroup" Distance="150.0" Power="0.001" /> | ||
<Processor Type="AvoidOtherGroup" Distance="50.0" Power="0.0015" /> | ||
<Processor Type="AvoidOtherGroup" Distance="50.0" Power="0.8" /> | ||
<Processor Type="Wind" Power="0.007" /> | ||
<Processor Type="WorldEvents" Power="0.05" /> | ||
</MovementProcessors> | ||
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</WalkerSim> |
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