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?
}}
{{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=Integer
|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?

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.

How-to's