[Behaviour] Boids Flocking

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Post » Wed Jan 08, 2014 12:49 am

[QUOTE=jojoe]
One of the engines has a promotion system to choose the alpha boid ,(the one that all the others will seem to follow). After the alpha gets destroyed, it would choose the next boid to take over the overall flock's path.
[/QUOTE]

Any luck with the "alpha boid" behabiour that yo wanted? I need something like this too to represent a group of cows being herded.

Thanks heaps for any help.
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Post » Sat Jul 12, 2014 12:28 pm

This is awesome and incredibly useful, but really needs a way to turn it off and on in events. Don't suppose anyone's found a workaround?
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Post » Sun Jul 13, 2014 7:04 pm

I have made an animation, with many agents. with the condition
1. Agents determine the closest distance to the pathfinding
2. Meet with other agents if it will be a crowd.

I have tried using the plugins pathfnding and boids. but there is a problem, where agents can not walk towards the target.

help me

https://www.dropbox.com/s/6z7754wot8ii8 ... nding.capx

sorry for my bad english
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Post » Sat Jul 26, 2014 2:06 pm

awesome, will have to use this in my game, no matter how :D
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Post » Sun Aug 24, 2014 6:49 pm

@tanoshimi

can you please add an option to stop??
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Post » Thu Apr 09, 2015 6:05 pm

Thank you for developing this plugin , really very useful!!!
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Post » Fri Apr 10, 2015 4:43 am

@Inglorius

I had made another version of boid behavior here.
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Post » Sat Jul 02, 2016 3:24 am

hi,how do I set value to maxspeed or maxforce when the game is running ?
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Post » Tue Nov 15, 2016 8:05 pm

I really like this behaviour - cool concept :)

I have only one question - why does it completly ignore physics behaviour?
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Post » Tue Nov 15, 2016 8:43 pm

Physics can not be used with most other behaviours.
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