Old School Ops

Layers and animation

Choosing what the map view draws, spawn radii, density and levels, monster models, and playing the map's moving parts.

Every game · updated 2026-10-04
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The Layers panel decides what the map view draws. Studio remembers your choices.

Objects

One switch per kind of object, with how many the map has: props, spawns, NPCs, portals, regions, walls, sounds, start points and whatever else the game uses. Hidden objects can't be clicked, so hiding a kind is also a way to stop selecting it by accident.

Grids

Painted grids, such as a walk grid, have their own switch under Grids, with their size in cells. See The inspector and grid painting.

View

  • World geometry: the map itself.
  • Baked props: the props the client draws as part of the map. Turn them off to see just the editable boxes.
  • Monster models: the real monster at each spawn and NPC. Only the nearest ones are drawn, as many as Monster models drawn allows, and the rest show as markers.
  • Labels: object names, fading out with distance (Label distance).
  • Spawn radii: the circle each spawn's monsters wander in.
  • Spawn density: the ground tinted by how many creatures each area holds, blue for few to red for the most, each spawn's count spread over its radius. Off until you turn it on.
  • Patrol paths: a line from each spawn to the path its Patrol path field names, and along that path.
  • Portal links: the line from a portal to its destination on the same map, and the red cross on a portal whose destination does not exist.

Colour spawns by level

Colour spawns by level tints every spawn from blue (the map's lowest monster level) to red (its highest), with a legend in the corner of the map. Spawn labels and the Spawns panel show each monster's level either way, and on RF Online the Map tab's area list shows the level range of the spawns in each area.

Animation

The map moves as it does in the game: RF Online's moving map parts (pistons, gears, turning fans and lifts), animated props and monsters, flowing water and lava, and particles.

  • Play (Space) pauses and resumes all of it together.
  • Speed runs it faster or slower.
  • Dragging Time holds the map at one moment, so a lift can be seen at either end of its run while you place things around it.

Drawing

  • Monster models drawn: how many spawns show their real monster, nearest first.
  • Label distance: how far away labels still show.
  • Brightness: brightens a dark map without changing it.
  • Fly speed: how fast the movement keys fly.

The Spawns panel

The Spawns panel lists the map's monsters two ways. Monsters lists each monster type with how many the map spawns; click one to select every spawn of it. Groups lists the spawns as Camps, spawns standing close together, or as the Game groups the game's own data puts them in; click a group to select it, or one of its spawns. Both views have a search box.

Something here wrong?

Out of date, incomplete, or assuming something it should not. Documentation errors are bugs, and this one arrives tagged and pointed at this page.

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