Object entry correction (Water Overlay): Difference between revisions
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{{Overlay | {{Overlay attributes|<onlyinclude> | ||
|attribute= | {{Overlay attributes|type=row|overlay=Water | ||
|unit= | |attribute=OBJECT_ENTRY_CORRECTION | ||
|description= | |unit=cells | ||
|description=How many cells allowed to move a hydraulic structure's entry point when it overlaps with another hydraulic building. | |||
|icon=Object_correction.png | |||
|defaultvalue=2 | |||
|range=0 to 3 cells | |||
}}</onlyinclude>}} | |||
Entry and exit points of hydraulic structures, such as [[Culvert (Water Overlay)|culvert]]s, [[Pump (Water Overlay)|pump]]s and [[Weir (Water Overlay)|weir]]s, can sometimes overlap each other. When this happens the rasterizer automatically moves the entry/exit point(s) by a maximum of some amount of cells such that the object(s) can operate. | |||
{{article end | |||
|notes= | |||
* This Attribute is by default set to 2 which means object correction is applied. | |||
* 3 cells is the maximum allowed for this Attribute. | |||
* In the advanced settings step of the [[Water Overlay Wizard]], this Attribute can also be (de)activated. | |||
|howtos= | |||
* [[How to add and remove an Attribute]] | |||
}} | }} | ||
{{WaterOverlay model attribute nav}} | |||
{{ | |||
Latest revision as of 13:38, 26 February 2024
Icon | Attribute | Unit | Range | Description | Default value |
---|---|---|---|---|---|
OBJECT_ENTRY_CORRECTION | cells | 0 to 3 cells | How many cells allowed to move a hydraulic structure's entry point when it overlaps with another hydraulic building. | 2 |
Entry and exit points of hydraulic structures, such as culverts, pumps and weirs, can sometimes overlap each other. When this happens the rasterizer automatically moves the entry/exit point(s) by a maximum of some amount of cells such that the object(s) can operate.
Notes
- This Attribute is by default set to 2 which means object correction is applied.
- 3 cells is the maximum allowed for this Attribute.
- In the advanced settings step of the Water Overlay Wizard, this Attribute can also be (de)activated.