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  • Gem RTS v1 Documentation
  • Foundational Knowledge
    • Game local files and Player Profile locations
    • Game resource architecture
      • Packages
      • Package file structure
    • Basic knowledge about configuration files
      • Include instruction
      • Define instruction
      • Mod instruction
  • Mod Development
    • Creating mod
    • Advanced package configuration
    • Creating Settings templates
  • Editor
    • Camera control in the Editor
    • Useful Editor shortcuts and Console commands
    • Map Editor
      • Creating a new map
      • Scene Editor
      • Entity Editor
      • Landscape Editor
        • Heights Editor
        • Polygons Editor
        • Terrains Editor
        • Color Editor
        • Flags Editor
        • Material Editor
        • Grass Editor
        • Foliage Editor
      • Water Editor
      • Specifics of Map Editing
        • Creating destroyed vehicle entities for map entourage
        • Creating terrain folds
          • Creating Ground Surface relief
          • Rock and cliff entities
        • Stone entities
        • Entity for water sound effects
        • Building entities
      • Creating a minimap
    • Mission Editor
      • Mission Properties Editor
    • FX Editor
    • Environment Editor
      • Basic knowledge about HDR
      • Creating environment preset
      • Setting Environment preset parameters
    • Debug Tools
      • Console
      • Debug Processes Window
      • Render Layer List Window
    • Simulation Mode
  • Textures and Materials
    • Physically Based Rendering
      • Texture compression formats in GEM RTS
      • PBR parameters
      • Texture Conversion in Gem RTS
      • Texture conversion to PBR materials using Nvidia Texture Exporter
  • Modeling
    • 3ds Max Plugin
    • Vehicle Model Setup Pipeline
      • Bone hierarchy in vehicle models
        • Body
        • Turret
        • Engine
        • Gun
        • Secondary bones
        • Transmission
          • Сhassis mechanisms
  • Localization
    • Variable strings in localization
    • Adding a new localization language
  • Game settings
    • Movement on slopes
    • Configuration of movement types for human units
    • Configuring entity interaction with wind
    • Sensor
    • User control sound
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On this page
  • Using the Flags brush
  • Types of Flags and their purpose
  • Unit spawn prohibition
  • Construction prohibition
  • Movement prohibition
  • Trench digging prohibition
  • Examples
  • Combined Flags brush
  1. Editor
  2. Map Editor
  3. Landscape Editor

Flags Editor

Last updated 11 months ago

The Flags brush is designed for marking the ground surface to restrict various game events:

  • Unit spawning;

  • Construction of defensive structures;

  • Unit movement;

  • Digging trenches.

A flag indicates a prohibition.

The Flags brush [Flag] is located in the Land Editor tab [2] within the Map Editor [F2]

Using the Flags brush

  • To configure the brush properties: mark the necessary prohibitions in the properties of the Flag brush

  • Moving the Brush with the left mouse button (LMB) held down applies the selected set of flags.

  • Moving the Brush with the right mouse button (RMB) held down removes the selected set of flags.

Types of Flags and their purpose

Unit spawn prohibition

  • Editor Name: no_spawn.

  • Marked and displayed with blue hatching.

  • Mark areas where units are not allowed to spawn, e.g., at the edges of cliffs or steep slopes without exits.

Construction prohibition

  • Flag Name in the Editor: no_install.

  • Marked and displayed with green hatching.

  • Mark areas on the map where it is illogical or impossible to build defensive structures like sandbag cover, barbed wire, and tank traps. For example, on steep cliff slopes or rocks without exits.

Movement prohibition

  • Flag Name in the Editor: no_pass. Equivalent to the no_pass terrain in the original Men of War.

  • Marked and displayed with red hatching.

  • Use sparingly in areas where player movement should be restricted by map design (high cliffs, steep rocks) or dictated by mission design requirements. For example, in the DDay map from Normandy DLC, the no_pass flag is used to prevent player movement on slopes, guiding the mission's progression.

Trench digging prohibition

  • Flag Name in the Editor: no_dig.

  • Marked and displayed with yellow hatching.

  • Mark areas on the map where it is illogical or impossible to dig trenches. In Men of War II, digging trenches is prohibited on steep slopes, rocky surfaces, in bodies of water, swamps, coastal areas and along asphalt roads. It is also recommended to mark areas under indestructible cover (for example, entourage rocks), under entourage entities without obstacles, and over entities of slope to avoid visual buges. Entities with obstacles include an automatic prohibition on trench digging. Adding the no_dig flag under houses or any other objects with obstacles is not necessary.

Examples

The no_dig Flag Over Slope Objects

The no_dig flag is applied with a large brush over cliffs to completely cover the slope model located under the ground surface polygons.

Visual bug example at the intersection of land and water when digging trenches

It is recommended to mark transitions between water and land surfaces with the no_dig flag to completely cover the water polygons along the shoreline under the ground surface polygons.

The no_dig flag under entourage stones

The no_dig flag on no steep slopes

Combined Flags brush

A combined brush with multiple flags enabled can be used to mark areas on the map where corresponding player actions need to be prohibited. For example, on cliff edges where spawning, digging, and placing sandbags are all restricted.