Placing objects
Placing objects
Your first prop
- Press Left Alt to get a cursor
- Search the catalogue and click a model
- It spawns in front of the camera with the gizmo attached
- Drag the gizmo arrows to move it
- Left click on empty space to drop it
That is the whole loop. The prop is saved the moment you place it — for everyone on the server, permanently.
The gizmo
| Key | Mode |
|---|---|
| W | Move |
| R | Rotate |
| S | Scale |
| Q | Switch between world and local axes |
Drag an arrow to move along one axis, a plane handle to move along two.
Placing accurately
Most of the work is in the snapping keys. They are covered in Transform and snapping, but the two you will reach for first:
- Space — drop the prop onto the ground below it
- Left Ctrl (hold) — snap to the grid, and rotation to fixed angles
While a prop is selected
| Key | Action |
|---|---|
| M | Properties panel |
| C | Clone — a copy appears attached to the gizmo |
| G | Reset rotation |
| Del | Delete |
| Left click on empty space | Release and place |
| Right click | Hide the cursor without releasing |
Properties (M)
The panel is grouped, and which groups appear depends on the entity type.
Physical
| Setting | Effect |
|---|---|
| Freeze | Prop cannot be moved by physics |
| Gravity | Falls if unfrozen |
| Collision | Players and vehicles collide with it — turn off for decoration you want to walk through |
| Door | Registers the prop as a door. Needs game_enableDynamicDoorCreation (see Installation) |
| Place on ground | Re-drops the prop onto the surface below |
Appearance
| Setting | Effect |
|---|---|
| Alpha | Transparency, 0–255 |
| LOD distance | How far away the prop stays visible. Also drives the streaming extents of a YMAP export |
Transform — exact numeric position and rotation, for when dragging is not precise enough. Copy coordinates out of here for scripts.
Interaction — attach a map blip with a name and colour.
Light source — turn the prop into a real light (see Lights).
Replace model — swap the model while keeping position, rotation, scale, features and layer. Useful when a fence looked right in the catalogue and wrong in place.
Custom names
Give a prop a name in the properties panel and it appears under that name in the active list and in exports, instead of its model name. On a map with forty variants of the same crate this is the difference between a usable list and a wall of identical rows.
The prop limit
Config.MaxPropsPerPlayer defaults to 150 per player. It is a guard against one person filling a server with props. Set it to 0 to remove it.
Cleaning up
/cleanprops validates every placed prop against the shipped object list and removes entries whose model no longer exists — after a stream resource was removed, for example. See Commands.