water_flowmap
v1.4.8
Marks a campaign water surface for flow. The opened placements store no fields.
Find placed ones in the Scene panel with s:water_flowmap. See Filter.
Where you put it
Add the script to a water plane or to the river entity. The NavalDLC campaign map puts it on the big sea plane and on river_script.
What you set
Native panel. Every opened placement is an empty script tag. No <variable> row is stored.
What it does
The sea plane tagged snapped_water_body carries this script. river_script carries it beside river_generator. The script stores no texture name of its own.
Where it lives
Native script. No prefab stores it. The placements are NavalDLC\SceneObj\Main_map.
Examples
Sea plane. NavalDLC\SceneObj\Main_map. Entity water_plane, tag snapped_water_body, scale about 2744 × 2744, material naval_worldmap_water. The script tag is water_flowmap with no variables. CampaignMapAmbientOccluder is the next script.
Rivers. Same scene, entity river_script. river_generator is first. water_flowmap follows, with no variables.
A smaller plane. Same scene, another water_plane tagged snapped_water_body, scale about 29 × 18. Again water_flowmap with no variables.