Arma 3
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Rebels underground tunnel network
   
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Data Type: Composition
Meta: Dependency
File Size
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535.662 KB
Jul 24, 2022 @ 5:12am
1 Change Note ( view )

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Rebels underground tunnel network

Description
Tunnel system located in the Middle East, used from a rebel cell as hideout and ammo depot.

Place the tunnel somewhere above the map and place both entrances where you want them. Don't place the tunnels in the no man's land around the map. If you do so, explosions will ignore walls. Use the layers to hide, for example the ceiling, for a better view inside. Make sure you diabled vertical mode and surface snapping in the editor before placing the tunnel.

To enter/leave the tunnel, you need to interact via ACE with the pellet in front of the large gates.
When you enter the tunnel, I used 'setAperature' to darken the player's view a bit down. The setting will be set back to -1 if you leave the tunnel.

Enjoy!

When you place AI makes sure you disable their pathing, so they don't walk around.
To disable the pathing for the entire group, use the following code in the init of one member:
{
_x disableAI "PATH";
} forEach units group this;

If you want to man the murder holes and want the AI to stare thought them and don't turn around, use the following code in the unit's init:
this disableAI "MOVE";

The ACE Interaction that will teleport you to the game logic:
call{private _action = [
"Teleport",
"Use tunnelentrance",
"a3\modules_f\data\editterrainobject\texturechecked_door_ca.paa",
{[] spawn {
0 cutText [" ", "BLACK", 2];
sleep 2; setAperture 140; player setPosATL getPosATL tp1u; sleep 2;
//tp1o say3D "YOUR_SOUND"; - if you like to add a nice creaking sound
0 cutText [" ", "BLACK IN", 3];}},{true},
{},
[],
[0, 0, 0],
3
] call ace_interact_menu_fnc_createAction;
[t1o, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_addActionToObject;}
2 Comments
Berke the Chadocrat Jan 20, 2023 @ 1:26am 
hmmm GLA Bunker
Urun Jul 30, 2022 @ 4:12pm 
Very nice and creative, we need more of this.