Classic Boids¶

This preset uses the three classic boid rules to create natural-looking flocking behavior:
- FlockSameGroup (cohesion) — agents steer toward the center of nearby group members
- AlignSameGroup (alignment) — agents match the heading of nearby group members
- AvoidSameGroup (separation) — agents steer away from group members that are too close
Wind provides a gentle drift so groups migrate across the map over time, and WorldEvents lets agents react to sounds.
Key Processors¶
| Parameter | Value | Why |
|---|---|---|
| FlockSameGroup Distance | 30 | Medium cohesion range keeps groups together without clumping |
| AlignSameGroup Distance | 25 | Slightly smaller than flock range so alignment kicks in before attraction |
| AvoidSameGroup Distance | 8 | Short range prevents overlapping without breaking formations |
| AvoidSameGroup Power | 1.2 | Strongest processor — separation always wins at close range |
| Wind Power | 0.5 | Gentle push so groups drift without overriding flock behavior |
| WorldEvents Power | 0.8 | Agents react strongly to player-generated sounds like gunshots and explosions |
Configuration¶
<?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" xsi:schemaLocation="http://zeh.matt/WalkerSim WalkerSimSchema.xsd" xmlns="http://zeh.matt/WalkerSim">
<Logging>
<General>false</General>
<Spawns>false</Spawns>
<Despawns>false</Despawns>
<EntityClassSelection>false</EntityClassSelection>
<Events>false</Events>
</Logging>
<RandomSeed>123456</RandomSeed>
<PopulationDensity>140</PopulationDensity>
<SpawnActivationRadius>96</SpawnActivationRadius>
<StartAgentsGrouped>true</StartAgentsGrouped>
<EnhancedSoundAwareness>true</EnhancedSoundAwareness>
<SoundDistanceScale>1</SoundDistanceScale>
<GroupSize>16</GroupSize>
<AgentStartPosition>Mixed</AgentStartPosition>
<AgentRespawnPosition>RandomBorderLocation</AgentRespawnPosition>
<PauseDuringBloodmoon>true</PauseDuringBloodmoon>
<SpawnProtectionTime>300</SpawnProtectionTime>
<InfiniteZombieLifetime>false</InfiniteZombieLifetime>
<MaxSpawnedZombies>75%</MaxSpawnedZombies>
<Systems>
<System Name="System 1" Weight="1" SpeedScale="1" PostSpawnBehavior="Wander" PostSpawnWanderSpeed="Walk" Color="#FF4444">
<Processor Type="FlockSameGroup" Distance="30" Power="0.8" Param1="0" Param2="0" />
<Processor Type="AlignSameGroup" Distance="25" Power="1" Param1="0" Param2="0" />
<Processor Type="AvoidSameGroup" Distance="8" Power="1.2" Param1="0" Param2="0" />
<Processor Type="Wind" Distance="0" Power="0.5" Param1="0" Param2="0" />
<Processor Type="WorldEvents" Distance="0" Power="0.8" Param1="0" Param2="0" />
</System>
</Systems>
</WalkerSim>