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Adding logs and the MANURE PILE to the objects to create trench walls.
I've been using just the trench segments, then putting the Manure and Logs along the sides to make them look like the Trenches on modern conflicts.
Removed the hide module, it helped with stability but I still get the issue sometimes.
I did however find out that if you put a trench off the map or on the edges, it doesn't register the terrain and it causes the other trenches to bug out and not work. (I place stuff for composition building off the map out of the way.)
But since I've moved the trencher modules back on to to the actual terrain and removed the hide it doesn't happen as frequently.
I've also noticed if you check the box to skip the trench walls it does not work well at all, almost always resets
@Haruko good idea
It seems to be just one trench"The Bunker" there are "Edit Terrain Object" modules on some of the things on top of the trench top prevent bushes from floating.
I do have the "skip hide object" checked.
First off I love the mod. Never would've dreamed to be able to build missions with something like this.
I am having and issue with the trenches though.
I have a large area dugout with the trench mod(15M at most) and there;s a static bunker prop inside it.
I've saved the mission like the mod says, and it works, BUT it will reset the terrain randomly before mission exit or mission start so i have to keep readjusting settings in the module.
Then when I added more trenches, (10 total, maybe 50m long on some) I can't get the modules to work at all.
On mission startup it defaults back to map terrain.
Unsure if I just have too much "Dugout" or if there's too many trenches?
And underground areas in Arma 3 don't really exist, it's always hacky and automatically generating it would look bad.
Is there also an option to extend this mod to include large open flat underground gen or not?
We also came to the conclusion Blitz mentioned where the terrain modifications may be causing ACRE to bug out due to that mod's interaction with map terrain to work. We haven't tested if the same issues are present with TFAR.
I haven't heard of any issues from anywhere else and the two mods don't interact at all, so perhaps there is a 3rd mod breaking some shared inheritance somewhere.
End piece and variable depth may happen, variable width is a lot more complicated so is unlikely
any chance the ai building positions feature could be updated to allow use of the garrison building module? not sure if the trenches could be considered buildings or what?
Also would love to see a end-piece option, so if for example I want to extend the trench forward in a dead end for a MG position
Finally would be great if we could change the parameters mid-trench, so we can have rear trenches deeper then the front trenches more shallow all connected