> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rageon.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Flags

> Set flags on props, rooms, portals, the interior part, and collision faces, and merge the exteriors of rooms.

Flags switch behaviors the game reads from your interior. Each kind lives in the section of the thing it belongs to.

| Flags on | Where to set them |
| - | - |
| A prop | Select the prop > **Flags (…)** |
| The interior | Select the part row in the tree > **Part** |
| A room | The room's **Flags (…)** section. See [Rooms](/projects/structures/rooms.md). |
| A portal | The portal's **Flags (…)** section. See [Portals and openings](/projects/structures/portals-and-openings.md). |
| Faces (collision) | **Material** > **Collision** > **Collision flags**. See [Geometry](/projects/structures/geometry.md#collision-and-material). |

## Prop flags

The **Flags** list and the **Value** field edit the same number. The list rewrites only the bits it names; **Value** accepts a whole number in decimal or hex (`0x…`), from 0 to 4294967295. New props start at 1572864 (`0x180000`), which is **Cast Static Shadows** and **Cast Dynamic Shadows**.

![Flags section for a prop with the Flags list open and a Value of 1572864](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-prop-flags.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=e8aa04a1423c5e51ece56b1c8f2f2d0a)

The prop Flags list open.

Flags with a hint in the app:

| Flag | What it does |
| - | - |
| **Disable Embedded Collisions** | Turns off the drawable's built-in collision. Stairs and facades inherited from a vanilla ymap end up without collision. |
| **Cast Static Shadows**, **Cast Dynamic Shadows** | Together, the default of vanilla interior props. |

The rest are named after what they do, and are grouped here:

* Rendering and LOD: **Allow Full Rotation**, **Stream Low Priority**, **LOD In Parent Map**, **LOD Adopt Me**, **Static Entity**, **Interior LOD**, **LOD Use Alt Fade**, **Ignore Time Settings**.
* Water and peds: **Underwater**, **Doesn't Touch Water**, **Doesn't Spawn Peds**.
* Shadows and reflections: **Don't Render Shadows**, **Only Render Shadows**, **Don't Render Reflections**, **Only Render Reflections**, **Don't Render Water Reflections**, **Only Render Water Reflections**, **Don't Render Mirror Reflections**, **Only Render Mirror Reflections**.

Some bits have no name. Only the raw **Value** field reaches them.

## Interior (Part) flags

Select the part row in the tree. **Part** places the interior in the world and sets its draw distances.

| Option | What it does | Default |
| - | - | - |
| **Position (m)**, **Rotation (°)** | Where the interior sits in the world. | |
| **lodDist** | At what distance, in meters, the game stops drawing the part. | 500 |
| **hdTextureDist** | Up to what distance, in meters, the game uses high-resolution textures. | 100 |
| **Subway**, **Office**, **Allow Run**, **Cutscene Only**, **LOD When Locked**, **No Water Reflection**, **Has Low LOD Portals** | Interior flags. | Off |
| **Placement flags** | The same list as prop flags, for the interior's own placement in the ymap. Zero comes out as `0x180000`, the value of DLC placements. | |
| **Archetype flags**, **MLOInstflags** | Raw numbers, decimal or `0x…`. | 0 |
| **See all parts** | Draws all parts uncut on the map. Needs two or more parts. | Off |
| **Timecycle modifiers (N)** | A separate section below **Part**, shown only when the part has rooms. Each modifier has a **Name** picked from the game's list, **Minimum (m)**, **Maximum (m)**, **percentage**, **range**, **startHour**, and **endHour**. **Add modifier** adds one; **Delete the modifier** removes it. | |

## Room flags

| Flag | What it does |
| - | - |
| **Freeze Vehicles**, **Freeze Peds** | Vehicles or pedestrians inside the room do not simulate. |
| **No Directional Light** | The sun does not enter the room. |
| **No Exterior Lights** | World lights outside do not light up the room. |
| **Reduce Cars**, **Reduce Peds** | Fewer vehicles or pedestrians spawn while you are in the room. |
| **Dont Render Exterior** | The world outside is not drawn while the eye is in the room. |

Also available: **Force Freeze**, **Force Directional Light On**, **Mirror Potentially Visible**.

## Portal flags

| Flag | What it does |
| - | - |
| **One Way** | Passes in one direction only: the portal's direction, from inside to outside. |
| **Mirror** | The portal is a mirror, not a passage. |

Also available: **Link Interiors Together**, **Disable Timecycle Modifier**, **Mirror Using Expensive Shaders**, **Low LOD Only**, **Hide when door closed**, **Mirror Can See Directional**, **Mirror Using Portal Traversal**, **Mirror Floor**, **Mirror Can See Exterior View**, **Water Surface**, **Water Surface Extend To Horizon**, **Use Light Bleed**.

## Merge exteriors

When you select two or more rooms of a drawn structure, **Selected rooms** appears with **Merge exteriors**. It merges the outer walls of those rooms into one outer skin. Groups already merged are expanded, and turning it off removes the selected rooms from the group. Portals stay manual.

Each selected room needs its **Exterior** switch on first; otherwise **Merge exteriors** is disabled with "Turn on the exterior of all selected rooms to merge." The section does not appear for an interior imported from the game.

**1. Turn Exterior on**

Turn on **Exterior** in each room. See [Rooms](/projects/structures/rooms.md).

**2. Select the rooms**

`Shift`+click two or more rooms.

**3. Turn on Merge exteriors**

Turn it on in **Selected rooms**. To split them again, select the rooms and turn it off.

## Troubleshooting

> **Turn on the exterior of all selected rooms to merge.**
>
> **Merge exteriors** is disabled. Turn on **Exterior** in every selected room.

> **Accepts a whole number in decimal or hex (0x…), from 0 to 4294967295.**
>
> The **Value** field rejected your text. Enter a whole number or a `0x…` hex value in range.

> **lodDist … m is smaller than the interior radius (… m).**
>
> This is a warning. Raise **lodDist** on the part so the interior is not cut off at a distance.


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