Lumberyard
User Guide (Version 1.15)

Configuring the Boids Gem

You can configure the Entity Properties and Entity Params for the boids entity to specify such features as the number of boids to spawn per group, flocking behavior, the character model to use, and more.

The following table lists boids entity properties and their descriptions. As noted, certain properties appear for only specific boids.

Note

Boids spawn on terrain, not on objects placed on the terrain.

Boids Entity Properties

Property Name Description
Boids
Behavior Sets movement behavior.
  • 0 – Crawling bugs (for example, beetles)

  • 1 – Flying insects (for example, dragonflies)

  • 2 – Jumping bugs (for example, grasshoppers)

Count Number of individuals to spawn per boid group.
Invulnerable

Sets invulnerability, where boids entities cannot by killed by anything.

When invulnerability is not set, the following can kill boids:

  • Collisions with other entities at speeds greater than 1.

  • Being thrown at speeds greater than 5 (applies to chickens, turtles, and frogs only).

  • Collision with a particle moving at a speed greater than 5 (applies to chickens, turtles, and frogs only).

  • Collision when OnBoidHit function is used.

Mass (kg) Mass of each individual in the group. Used when physicalizing the boid entity.
Model 3D model file used for the boid representation. You can use geometry files (*.cgf, *.chr, *.skin, *.cdf) for this property. To change the model, click in the property, and then click the folder icon. Navigate to and open the file you want to use. The bugs boid entity has 5 Model entries for specifying 5 different models.
Flocking
AttractDistMax

Maximum separation distance in meters at which boids can interact with each other. Boids do not interact with each other at distances beyond this range.

AttractDistMin

Minimum separation distance in meters between boids before FactorSeparation force affects them.

EnableFlocking When selected, enables flocking behavior within a group. This means that the boids congregate or mass together.
FactorAlign Multiplier that determines how closely boids in a group maneuver in the same direction.
FactorCohesion Multiplier that determines how closely boids in a group congregate.
FactorSeparation Multiplier that determines how strongly boids in a group repel one another. Avoids crowding flock mates when closer than AttractDistMin.
FieldOfViewAngle Viewing angle within which each boid can consider other boids flock mates.
Ground The Ground group of properties appears only for boids entities with flight and applies only when boids are walking on the ground, which occurs only in game mode, and not in edit mode.
FactorAlign Multiplier that determines how closely boids in a group maneuver in the same direction.
FactorCohesion Multiplier that determines how closely boids in a group congregate.
FactorOrigin Multiplier that determines how strongly boids in a group are attracted to their point of origin.
FactorSeparation Multiplier that determines how strongly boids in a group repel one another.
HeightOffset Boids vertical offset from the ground.
OnGroundIdleDurationMax Maximum amount of time that boids idle on the ground.
OnGroundIdleDurationMin Minimum amount of time that boids idle on the ground.
OnGroundWalkDurationMax Maximum amount of time that boids walk on the ground.
OnGroundWalkDurationMin Minimum amount of time that boids walk on the ground.
WalkSpeed Speed at which boids walk on the ground when they land.
WalkToIdleDuration Time it takes for boids to transition from walk to idle.
Movement
FactorAvoidLand Multiplier that determines how strongly boids in a group avoid land or water.
FactorHeight Multiplier that determines how strongly boids in a group are kept at their original height.
FactorOrigin Multiplier that determines how strongly boids in a group are attracted to their point of origin.
FactorTakeOff Speed of vertical movement during takeoff. Appears only for boids entities with flight.
FlightTime Duration of flight before attempting to land. Appears only for boids entities with flight.
FactorRandomAcceleration Multiplier that determines that randomness of acceleration. Appears only for fish boids.
HeightMax Maximum height above land to which boids can fly.
HeightMin Minimum height above land at which boids can fly.
LandDecelerationHeight Height at which boids begin to decelerate when landing. Appears only for boids entities with flight.
MaxAnimSpeed Multiplier for maximum deviation allowed from original animation speed, for those boids with animations.
SpeedMax Maximum speed (meters/second) at which boids can move.
SpeedMin Minimum speed (meters/second) at which boids can move.
Options
Activate Activates the selected boid entity from the start of the level. Boids can also be activated at a later stage with the activate event.
AnimationDist Maximum distance from the camera at which animations are updated. Appears only for boids entities with flight.
AvoidWater Value that determines how strongly boids avoid bodies of water. Appears only for boids that move on land.
FollowPlayer When selected, boids flock toward current player position, which is their point of origin. Boids stay within value set by Radius. If boids move too far from the player, they reappear on the other side of the radius area.
NoLanding When selected, boids with flight do not land.
ObstacleAvoidance When selected, boids are diverted from physical obstacles. This feature is resource-intensive, so use it cautiously.
PickableMessage Message that appears if a boid is able to be picked up. Appears for all boids except fish.
PickableWhenAlive When selected, boid can be picked up when alive. Appears for all boids except fish.
PickableWhenDead When selected, boid can be picked up when dead. Appears for all boids except fish.
Radius Maximum radius in meters that boids can move from their flock point of origin.
SpawnFromPoint When selected, boids spawn at the boid entity position.
StartOnGround When selected, boids spawn on the ground. When unselected, boids spawn in the air.
VisibilityDist Maximum camera distance in meters from which the entire flock is visible. If the player camera's distance from the flock exceeds this value, boids are not rendered.
ParticleEffects
EffectsScale Scale of the particle effect to be displayed. Appears only for frogs.
waterJumpSplash Name of the splash particle effect to be displayed when a boid jumps into the water. Appears only for frogs.