--- title: "Output" url: "https://help.maxon.net/c4d/en-us/Content/html/OFPPREDATORPREY-FP_PREDATOR_PREY_OBJECT_OUTPUT.html" section_path: "Simulate Menu > The Simulation System > Particle Modifiers > Predator Prey > Output" element_id: "OFPPREDATORPREY" group_id: "FP_PREDATOR_PREY_OBJECT_OUTPUT" description: "As of Cinema 4D 2025.1, it is also possible to attach custom properties to the particles, which can then be queried again in Conditions, in Math or Data …" --- ## Output As of Cinema 4D 2025.1, it is also possible to attach custom properties to the particles, which can then be queried again in *Conditions*, in *Math* or *Data Mapper* modifiers, for example, or offset against other properties of the particles. The *Predator Prey Modifier* offers ten properties for storage. To use the corresponding storage, activate the option to the right of its name. A new custom property whose data type is compatible with the output value is automatically created and entered. These automatically generated custom properties are stored within the *Scene Settings* and their *Particle Simulation* settings in the group for *Automatic Custom Properties* section.\ However, you can also go to the group for *Manual Custom Properties* and manually create custom properties there by yourself. You will find an arrow button behind the respective name field of the *Output* properties, which can be used to open a selection list of the available custom properties. These lists are automatically filtered to display only the custom properties of the simulation scene whose data types are compatible with the *Output* value. You can find out more about the manual creation of custom properties for saving and processing particle properties in the section on [Particle Simulation Settings](https://help.maxon.net/c4d/en-us/Content/html/OPBDSCENE-PBDSCENE_FP_GROUP.html.md) within the *Scene Settings*. ### Predator Neighbour Count Parameter ID: `FP_PREDATOR_PREY_OBJECT_OUTPUT_PREDNEIGHBOURCOUNT` This integer value indicates the number of neighboring particles that are within the radius of influence of the *Predator* particles. Activating this option automatically creates a custom property with a suitable *Integer* data type. Alternatively, you can click on the arrow button next to the name field to select one of your manually created custom properties that also uses this data type.\ In this context, please note the setting for the **Neighbour Search**, which controls the procedure and the accuracy of this calculation. ### Prey Neighbour Count Parameter ID: `FP_PREDATOR_PREY_OBJECT_OUTPUT_PREYNEIGHBOURCOUNT` This integer value indicates the number of neighboring particles that are within the influence radius of the *Prey* particles. Activating this option automatically creates a custom property with a suitable *Integer* data type. Alternatively, you can click on the arrow button next to the name field to select one of your manually created custom properties that also uses this data type.\ In this context, please note the setting for the **Neighbour Search**, which controls the procedure and the accuracy of this calculation. ![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\ Predator ### Chasing Parameter ID: `FP_PREDATOR_PREY_OBJECT_OUTPUT_CHASING` Boole values are output here. For the simulation frame in which a *Predator* particle chases after a prey, *true* is output here for the *Predator* particle. Accordingly, *false* is issued for the predator particles that are not currently reacting to prey. Activating the **Chasing** option automatically creates a user property with a suitable *Bool* data type. Alternatively, you can click on the arrow button next to the name field to select one of your manually created custom properties that also uses this data type. ### Chasing Particle ID Parameter ID: `FP_PREDATOR_PREY_OBJECT_OUTPUT_CHASEID` This output only affects the *Predator* particles and outputs the index of the closest *Prey* particle for them. If there is no *Prey* particle within the search radius, -1 is output instead. Activating the **Chasing Particle ID** option automatically generates a custom property with a suitable *Index* data type. Alternatively, you can click on the arrow button next to the name field to select one of your manually created user properties that also uses this data type. ### Prey Distance Parameter ID: `FP_PREDATOR_PREY_OBJECT_OUTPUT_PREYDISTANCE` This output only affects the *Predator* particles and shows the distance to the nearest *Prey* particle that is being tracked by this *Predator*. Therefore, no distance can be determined for *predators* who are not chasing *prey*. That's why you should also check the additional output available for **Chasing**. If you receive *true* there, a distance can also be output here at the same time.\ Activating the **Prey Distance** option automatically creates a custom property with a matching *Float - Meter* data type. Alternatively, you can click on the arrow button next to the name field to select one of your manually created custom properties that also uses this data type. ### Caught Prey Parameter ID: `FP_PREDATOR_PREY_OBJECT_OUTPUT_CATCHED` Boole values are output here. For the simulation image in which a *Prey* particle is captured by a *Hunter*, *true* is output here for the *Predator* particle. This is automatically switched back to the default value *false* for subsequent frames. Activating the **Caught Prey** option automatically creates a custom property with a matching *Event Bool* data type. Alternatively, you can click on the arrow button next to the name field to select one of your manually created user properties that also uses this data type. ![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\ Prey ### Fleeing Parameter ID: `FP_PREDATOR_PREY_OBJECT_OUTPUT_FLEEING` Boole values are output here. For the simulation frame in which a *Prey* particle is pursued by a *Predator*, *true* is output here for the *Prey* particle. Accordingly, *false* is issued for the prey particles that are not currently being hunted. Activating the **Fleeing** automatically creates a custom property with a suitable *Bool* data type. Alternatively, you can click on the arrow button next to the name field to select one of your manually created custom properties that also uses this data type. ### Fleeing From Particle ID Parameter ID: `FP_PREDATOR_PREY_OBJECT_OUTPUT_FLEEID` This output only affects *Prey* particles and outputs the index of the closest *Predator* particle for these. If there is no *Predator* particle within the search radius, -1 is output instead. Activating the **Fleeing From Particle ID** option automatically generates a custom property with a suitable *Index* data type. Alternatively, you can click on the arrow button next to the name field to select one of your manually created user properties that also uses this data type. ### Predator Distance Parameter ID: `FP_PREDATOR_PREY_OBJECT_OUTPUT_PREDDISTANCE` This output only affects the *Prey* particles and shows the distance to the nearest *Predator* particle from which the *Prey* is fleeing. Therefore, no distance can be determined for *Prey* that is not being hunted. That's why you should check the additional output available for **Fleeing** as well. If you receive *true* there, a distance can also be output here at the same time.\ Activating the **Predator Distance** option automatically generates a custom property with a suitable *Float - Meter* data type. Alternatively, you can click on the arrow button next to the name field to select one of your manually created custom properties that also uses this data type. ### Was Caught Parameter ID: `FP_PREDATOR_PREY_OBJECT_OUTPUT_CAUGHT` In the simulation image in which a *Prey* particle is captured by a *Predator*, *true* is output for the *Prey* particle. In the subsequent simulation screens, this value is automatically reset to the default value *false*. Activating the **Was Caught** option automatically creates a custom property with a matching *Event Bool* data type. Alternatively, you can click on the arrow button next to the name field to select one of your manually created user properties that also uses this data type.