> For the complete documentation index, see [llms.txt](https://atiysus-organization.gitbook.io/aty-scripts/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://atiysus-organization.gitbook.io/aty-scripts/map-editor/guide/placing-objects.md).

# Placing objects

## Placing objects

### Your first prop

1. Press **Left Alt** to get a cursor
2. Search the catalogue and click a model
3. It spawns in front of the camera with the gizmo attached
4. Drag the gizmo arrows to move it
5. **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.

{% hint style="info" %}
While you are editing, the camera zooms in slightly (`Config.Freecam.EditFOV`). The game's gizmo has no size control and gets smaller as field of view grows, so the editor compensates. Set `EditFOV = false` if you would rather the camera stayed still.
{% endhint %}

### 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.
