Object entry correction (Water Overlay): Difference between revisions
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|attribute=OBJECT_ENTRY_CORRECTION | |attribute=OBJECT_ENTRY_CORRECTION | ||
|unit=Integer | |unit=Integer | ||
|description=How many cells allowed to move hydraulic | |description=How many cells allowed to move hydraulic buildings if they would otherwise be inactive due to overlap with another hydraulic building. | ||
|icon=Object_correction.png | |icon=Object_correction.png | ||
|defaultvalue=2 | |defaultvalue=2 |
Revision as of 16:14, 7 October 2022
Icon | Attribute | Unit | Range | Description | Default value |
---|---|---|---|---|---|
OBJECT_ENTRY_CORRECTION | Integer | How many cells allowed to move hydraulic buildings if they would otherwise be inactive due to overlap with another hydraulic building. | 2 |
Objects (culverts, pumps, weirs) can sometimes overlap each other and then one or more objects become inactive. When this happens the rasterizer automatically moves the inactive object(s) start/end point(s) by a maximum of some amount of cells so the object(s) become active.
Notes
- This Attribute is by default set to 2 which means object correction is applied.
- 3 is the maximum allowed for this Attribute.
- In the advanced settings step of the Water Overlay Wizard, this Attribute can also be (de)activated.