Manage the entities you have placed

The roster is where you can find one thing among hundreds and get yourself to it.

In the menus: ESC → Design → Manage

Read the roster

Each row is one thing on the map: its id, its kind, then its name or path.

#4    model  crate_bespin.md3

A row already in a group carries a trailing [G: <name>].

The POI rows include static markers and markers attached to placed models.

Select a row to pick it. The line under the list adds where it stands, which way it faces and its own settings.

#4    model  crate_bespin.md3 @ (128 64 72) yaw 90 - s100

Set Show: to narrow the list to one kind.

REFRESH re-pulls it from the server.

< PREV and NEXT > flank the count line, which reads 47 shown or 11-20 of 47.

Choose Screens to find readable datapads and consoles. EDIT opens their text editor.

Tick Map entities to add sounds, effects and models built into the map.

Use Show: to narrow the added rows to Map Sounds, Map Effects or Map Models.

What you can do with a row

The verb buttons appear once you select a row, and which ones appear depends on what you selected.

VerbOffered for
HIGHLIGHTeverything except an overlay
GOTOeverything except an overlay
MOVEmodels, lights, effects, sounds and spawnpoints
EDITeverything except points of interest and placemarks
ANIMATEmodels, lights, effects and sounds
GROUP...models, lights, effects, spawnpoints, sounds, points of interest and placemarks
DUPLICATEmodels, lights, effects, sounds, spawnpoints, screens, overlays, points of interest and placemarks
REMOVEplaced entities, POIs, placemarks, map sounds and map effects

HIGHLIGHT marks the entity in the world with a beam and its id. Press it again to clear it.

GOTO teleports you to face what you selected and closes the menu.

ANIMATE opens the keyframe editor. Animate a placed entity covers its in-world controls and playback modes.

DUPLICATE copies the selected item, keeping its settings and animation.

The bulk removal button clears everything the Show: filter is narrowed to. Remove something you placed covers it.

For map entities, MUTE silences a sound group and DISABLE stops an effect group without removing it. Press the same button again to restore the group. REMOVE permanently removes the selected map sound or effect group for the current map.

Map models use HIDE and SHOW. Hiding a baked shader group uses one of the map's 48 remap slots; hiding a static map model does not. Either kind may leave an invisible collision barrier, because hiding changes only what players see.

Scene saves keep hidden map models and map sound and effect edits. Loading replaces the previous edits. Removed map entities need a map restart to return.

After REMOVE succeeds, the roster refreshes before you can select another row.

Prefer the console?

Use nearall to include nearby map entities as well as placed ones. The default radius is 100 units.