Entity Behaviour Modification Options
The Spatial Objects Delay Points, Waiting Zones and Drift Zones each have an 'Additional Parameters' tab. You can use this tab to further modify how Entities behave when affected by these objects. This topic explains when and how to use these options and the implications of doing so for your models.
'Additional Parameters' enable you to specify things like the direction in which Entities face (Delay Points and Waiting Zones) and their orientation while queueing (Drift Zones). They also enable you to apply some special types of movement depending on context. Click on the links below to display information relating to the various options.
Drift Zone Options
Entity Step- Entity Priority
- High - Entities have priority and are able to pass other Entities (with a lower priority) first.
- Low - Opposite effect to 'High'.
- Use where an 'after you' etiquette is helpful to resolve competition between opposing or allied Entities.
- High and Low priorities can be used in combination to amplify the effect of each.
- Direction
- Left - Entities prefer to avoid other Entities and obstacles by stepping to the left.
- Right - Entities prefer to avoid other Entities and obstacles by stepping to the right.
- Use to help resolve high-density counter-flow inside constrained areas (stairs, passageways, footpaths and similar).
- Also helps when modelling the effects of signage, floor markings, or local customs.
- Alighting - Similar to 'High priority'; increases tolerance of Discomfort resulting from high-density and removes Entity synchronisation.
- Late boarding - By increasing tolerance of Discomfort and removing Entity synchronisation, this results in Entities being more willing to push into crowded areas (like a cramped train carriage).