Arma 3
Terrain Lib
26 Comments
ribera1945e Jul 14 @ 11:06am 
Is it possible to create underground facilities while checking the changes this mod makes (for example, by making the ground sink) in EDEN?
Seb  [author] Jul 31, 2024 @ 8:59am 
Yep, it accepts a trigger as an area.
Ghostbadi Jul 30, 2024 @ 5:32pm 
So, from my understanding, i can make trigger specific size, and with code make trench out of that?
Seb  [author] Jul 30, 2024 @ 12:48pm 
It's just some functions to use. The ve demonstration code shows the arguments as a map marker I guess.
Ghostbadi Jul 30, 2024 @ 11:59am 
Is there a chance for "How To Use" step by step? Been reading trough whole day even on github, cant find a clear explanation step by step
ludilo2000 Jun 7, 2024 @ 11:02am 
how the fuck do i use this
ICEM4N Feb 17, 2024 @ 3:09pm 
instructions unclear, can you provide an better example?, sorry im just dumb xd
Nickis Oct 21, 2023 @ 9:04am 
noooo, fuggin training grounds
Delta-Gamma Oct 14, 2023 @ 6:50pm 
Eden support would really make this mod rock.
QuadPapi Jul 10, 2023 @ 5:11am 
Just stopped by to say the last picture is so fucking funny, good job!
Masterak May 4, 2023 @ 6:08am 
Excellent mod :steamthumbsup::security:, I would like to know if it is possible that in the future it will be compatible with the ACE trench shovel. for example, to be able to decrease (up to a certain limit) the terrain with the intention of having a realistic system for making trenches
Seb  [author] Apr 30, 2023 @ 7:55am 
@Mad Cheese it depends on the map and size of the trench. In arma terrain cells are usually a few meters across, so it may appear bad of you're using an angle not divisible by 90 and the trench is very narrow, it's a limitation of the game
Mad_Cheese Apr 30, 2023 @ 6:27am 
hey thank you for this, i am a bit overwhelmed but this looks like amazing work. Am I correct to assume that trying to build for example a trench that is not oriented in steps divisive with 45 is going to have strange results? I probably am not getting the basics right
Disc Apr 30, 2023 @ 12:12am 
is this like deformer?
Chonkems Apr 29, 2023 @ 5:31pm 
NO DON'T UN-PROVE MY PROVING GROUNDS WAITWAITWAITWAIT
Seb  [author] Apr 29, 2023 @ 1:31pm 
no
afgan-spec Apr 29, 2023 @ 1:28pm 
I don't understand how to use it, will you make a video tutorial or example compositions?
Nachu Apr 27, 2023 @ 1:14am 
I don't understand how to use it, will you make a video tutorial or example compositions?
ICEM4N Apr 26, 2023 @ 5:53pm 
Hi, awesome work, however, I wasn't able make work the VR map demo, should I run it in the console or in a trigger?
trenchgun Apr 26, 2023 @ 4:49pm 
@Seb thanks for the info. I definitely like the level of control for precise stuff that is hard to do with Deformer. Excellent work!
Seb  [author] Apr 26, 2023 @ 1:09am 
@Trenchgun yeah exactly that.

If you wanted to use this mods functions in init, you could do something like this to make sure Deformer was finished. (steam is ruining formatting so imagine some nice indentation)

0 spawn {
waitUntil {time > 1};
// Force unscheduled using isNil
isNil {
// TerrainLib stuff here
}
};
trenchgun Apr 25, 2023 @ 3:58pm 
When you say "Don't use TerrainLib code until after the mission is in progress." about running with Deformer, so as long as any TerrainLib functions arent run in editor or during mission init, there won't be conflict? My group is looking at adding Deformer, would this have a significant conflict for mission makers working purely in the editor?
Huntermist Apr 25, 2023 @ 1:34pm 
now if we can just figure out how to have it so the player can "dig" real trenches.
Disciple Five Apr 25, 2023 @ 1:20pm 
bro fr unbombed my proving grounds
Lotto Apr 25, 2023 @ 12:28pm 
Would Zeus modules be possible?
little andy Apr 24, 2023 @ 4:42am 
brilliant