Object entry correction (Water Overlay): Difference between revisions
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{{stub|todo= | |||
* Use nominal list template to list options | |||
* What does "1" mean? | |||
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{{Overlay attributes|<onlyinclude> | {{Overlay attributes|<onlyinclude> | ||
{{Overlay attributes|type=row|overlay=Water | {{Overlay attributes|type=row|overlay=Water | ||
|attribute=OBJECT_ENTRY_CORRECTION | |attribute=OBJECT_ENTRY_CORRECTION | ||
|unit= | |unit=nominal | ||
|description=How many cells allowed to move hydraulic buildings if they would otherwise be inactive due to overlap with another hydraulic building. | |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 |
Revision as of 14:41, 18 December 2023
This article is a stub. The following information should be added:
- Use nominal list template to list options
- What does "1" mean?
Icon | Attribute | Unit | Range | Description | Default value |
---|---|---|---|---|---|
OBJECT_ENTRY_CORRECTION | nominal | 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.