BoidSettings(bpy_struct)

base class — bpy_struct

class bpy.types.BoidSettings(bpy_struct)

Settings for boid physics

accuracy

Accuracy of attack

Type :float in [0, 1], default 0.0
active_boid_state
Type :BoidRule, (readonly)
active_boid_state_index
Type :int in [0, inf], default 0
aggression

Boid will fight this times stronger enemy

Type :float in [0, 100], default 0.0
air_acc_max

Maximum acceleration in air (relative to maximum speed)

Type :float in [0, 1], default 0.0
air_ave_max

Maximum angular velocity in air (relative to 180 degrees)

Type :float in [0, 1], default 0.0
air_personal_space

Radius of boids personal space in air (% of particle size)

Type :float in [0, 10], default 0.0
air_speed_max

Maximum speed in air

Type :float in [0, 100], default 0.0
air_speed_min

Minimum speed in air (relative to maximum speed)

Type :float in [0, 1], default 0.0
bank

Amount of rotation around velocity vector on turns

Type :float in [0, 2], default 0.0
health

Initial boid health when born

Type :float in [0, 100], default 0.0
height

Boid height relative to particle size

Type :float in [0, 2], default 0.0
land_acc_max

Maximum acceleration on land (relative to maximum speed)

Type :float in [0, 1], default 0.0
land_ave_max

Maximum angular velocity on land (relative to 180 degrees)

Type :float in [0, 1], default 0.0
land_jump_speed

Maximum speed for jumping

Type :float in [0, 100], default 0.0
land_personal_space

Radius of boids personal space on land (% of particle size)

Type :float in [0, 10], default 0.0
land_smooth

How smoothly the boids land

Type :float in [0, 10], default 0.0
land_speed_max

Maximum speed on land

Type :float in [0, 100], default 0.0
land_stick_force

How strong a force must be to start effecting a boid on land

Type :float in [0, 1000], default 0.0
pitch

Amount of rotation around side vector

Type :float in [0, 2], default 0.0
range

Maximum distance from which a boid can attack

Type :float in [0, 100], default 0.0
states
Type :bpy_prop_collection of BoidState, (readonly)
strength

Maximum caused damage on attack per second

Type :float in [0, 100], default 0.0
use_climb

Allow boids to climb goal objects

Type :boolean, default False
use_flight

Allow boids to move in air

Type :boolean, default False
use_land

Allow boids to move on land

Type :boolean, default False

Inherited Properties

Inherited Functions

References

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BoidRuleGoal(BoidRule)

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BoidState(bpy_struct)