World Editor: Object Brush Scripted Tool – Arma Reforger
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Object Brush is a scripted World Editor scripted Tool. It allows for quick terrain "painting" with entities, based on the set parameters.
To access it, click the paintbrush icon in World Editor.
Usage
to generate Prefabs in the area
and drag to generate Prefabs along mouse movement
- Alt +
then to generate Prefabs along a straight line; Esc to cancel
- Hold Space to delete Object Brush-created entities (works with all control combinations above)
Settings
- 1. Object Brush
- 2. Objects Config
- 3. Obstacles
- 4. Obstacles - Area
Object Brush
Name | Description |
---|---|
Radius |
Brush's radius |
Strength |
Brush's strength, value being in entity per hectare (100×100m) |
Scale Fall Off Curve |
Define the scale's Fall Off curve - curve goes from centre to border |
Density Fall Off Enabled |
Enable Density Fall Off settings below
Density Fall Off only works well for wid brush single click placements |
Density Fall Off Curve |
Define the density's Fall Off curve - curve goes from centre to border |
Density Fall Off Subarea Count |
Define the amount of sub-areas (internal sub-division for performance) |
Override Brush |
Remove previously Brush-placed entities |
Objects Config |
This is where objects to be created are defined |
Objects Config
Name | Description |
---|---|
Min Scale |
Maximum scale the object can have - requires Override Randomization enabled |
Max Scale |
Maximum scale the object can have - requires Override Randomization enabled |
Prefab |
The Prefab to use |
Bot Distance |
unused |
Random Pitch Angle |
Random X angle ("looking down/up") |
Random Roll Angle |
Random Z angle ("barrel roll") |
Vertical Offset |
unused |
Random Yaw Angle |
Random Y angle ("direction") |
Prefab Offset Y |
Static value that will be added to the Prefab's Y position |
Min Random Vertical Offset |
-value..0 negative range of Y randomness (cumulative with Prefab Offset Y) |
Max Random Vertical Offset |
0..+value positive range of Y randomness (cumulative with Prefab Offset Y) |
Override Randomization |
If checked, Prefab will use:
Otherwise, Prefab's Library random values will be used |
Weight |
The selection probability weight; if set to zero, the Prefab is ignored |
Align To Normal |
Align the generated Prefab to terrain's normal (makes it perpendicular to the terrain) |
Scale Falloff |
Whether or not using Scale Fall Off parameters |
Lowest Scale Falloff Value |
Minimum scale value the Scale Fall Off can set |
Obstacles
Name | Description |
---|---|
Avoid Objects |
Avoid creating Prefabs where other entities are placed |
Avoid Objects Detection Radius |
Objects detection radius - can be zero |
Avoid Objects Detection Height |
Objects detection's max height (from the ground) |
Avoid Roads |
Avoid roads, using their generator's Road Clearance value RoadGeneratorEntity |
Avoid Rivers |
Avoid rivers, using their generator's Clearance value |
Avoid Power Lines |
Avoid powerlines, using their generator's Clearance value |
Avoid Land |
Avoid anything above ocean's level |
Avoid Ocean |
Avoid anything below ocean's level |
Obstacles - Area
Name | Description |
---|---|
Avoid Forests |
Avoid forests (areas with a ForestGeneratorEntity) |
Avoid Lakes |
Avoid lakes (areas with a LakeGeneratorEntity and with "Is Lake" checked) |
Area Detection Radius |
Area (forest, lake) detection radius from the first click Set to zero to detect all areas of the world, takes more time the first time (and more RAM) |