Arma 3
Trencher - Eden Trench Generation
157 Comments
TheBot04 "Bear" Jul 15 @ 9:36pm 
Why did the mod just stop working? Like I cant sync modules anymore
ßlitžen May 19 @ 4:48pm 
Is there a way to use a manual texture?
Morriell [UA] May 13 @ 10:26am 
Hello, maybe someone already suggested this, but could you please add an option to automatically place Grass Cutters inside the trenches?
General M. Creek May 11 @ 1:22am 
Could we have an option to use ACE concertina wire instead of vanilla barbed wire?
A trench must have a controller module synced. How do i sync the controller module with the trench piece?
[SHERPA] Infernos Apr 5 @ 3:02pm 
I'm having an issue from the users of some of my zeus games where AI seem to shoot through the trench walls. Do you know of this issue?
Quarter Apr 3 @ 4:43pm 
The mod is pretty cool on paper, the ability to quickly generate deep trenches that burrow into the ground is a really awesome idea and the simplicity in how to achieve that here is great. However, the trenches generate with many massive bumps throughout that just make the trenches untraversable to both AI and player alike, ultimately rendering them completely useless. Using deformer to iron these bumps out doesn't work as, for whatever reason, plenty of alterations made using deformer do not render in the final build, likely due to some clashing between trencher and deformer. This makes the trench mod on its own a next to useless but cool gimmick and with deformer a frustrating experience that ultimately still fails to achieve the goal of making a straight line in the ground.
Combat Mar 28 @ 9:21am 
I'm having an issue where "Skip hiding objects" works only in eden preview. In-game it hides all objects anyway.
Haruko Mar 24 @ 1:57pm 
Hello, have you updated the mod to also have the option to use green hesco walls for greener terrains?
9K111 ATGM Mar 10 @ 6:54pm 
It would be fantastic if we could set the sandbags to different things - like Global mobilization sandbags
kgp227 Feb 7 @ 9:17am 
Would u consider the option of adding some kind of roof that would blend with the terrain to the trench controller so we can make tunnels as well?
[REDACTED] Fox Jan 28 @ 5:55pm 
I keep having this problem where "bumps" in the terrain will show up in the trenches. Any idea what might be causing it?
Haruko Jan 20 @ 3:42pm 
@seb much appreciated
Scrubs Jan 20 @ 9:35am 
Also, I'd like to make a suggestion, if there's any way to do so.
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.
Scrubs Jan 20 @ 9:32am 
@Seb,
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
Seb  [author] Jan 20 @ 1:01am 
@Scrubs I wonder if the hide module is doing it? If you get rid of them does it improve things? Would be a start of tracking down any bugs.

@Haruko good idea
Haruko Jan 19 @ 6:48pm 
Any chance to add green hesco as trench wall the same way the tan hesco is already available?
Scrubs Jan 19 @ 2:03pm 
I also had a Hide module next to it because an object was overlapping and it seemed to cause the same issue more often
Scrubs Jan 19 @ 2:02pm 
No, Not using Deformer, no trenches intersecting.
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.
Seb  [author] Jan 19 @ 1:41pm 
Weird issue. Are you using Deformer? Could be that interfering with Trencher. Also do you have trenches which intersect eachother? That could also cause issues. The mod doesn't modify terrain after mission start so terrain randomly resetting is strange. A video example would be good
Scrubs Jan 19 @ 1:22pm 
Hey Seb,
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?
Seb  [author] Jan 6 @ 4:49am 
It's an engine limitation. The way the trenches are stored in the mission file only works when the mission is saved. As far as I know there is no fix.
sgt.bean Jan 3 @ 11:36pm 
Hey just one question, will there be a fix for the ,Saving the mission is the only way to make the trench’s show up or is it not possible.
Shy Dec 29, 2024 @ 5:26pm 
Hey! I love this mod, been using it for make shift roads, would love to see a road and path version of this mod with streets, street lamps and signs. not sure if thats wishful thinking on my end though. still love this absolutely useful mod! :DukeCash:
alt ZOV Dec 29, 2024 @ 3:58am 
Thank you for this mod!!!
Seb  [author] Dec 15, 2024 @ 3:38am 
One problem is with 100+ people just one person downloading the mission file can cause lag for everyone else. What we've done in the past is distribute large missions before the op, so the server doesn't have to upload it.
Tuntematon Dec 15, 2024 @ 1:57am 
Yeah, we probably can test that when we retry to play the mission, so we know if it is caused by the errors or just JIP queue getting too large. Either way, thank you.
Seb  [author] Dec 14, 2024 @ 3:00pm 
Looks like CBA ai building positions does cause major issues, avoid that and I guess it'll fix your performance issus
Seb  [author] Dec 14, 2024 @ 2:28pm 
That's a cba error, and yeah I've done what I can for performance but its never going to be perfect
Tuntematon Dec 14, 2024 @ 2:14pm 
Also this caused our server network to die with +100 players, but we probably had just too man trenches.
Tuntematon Dec 14, 2024 @ 2:11pm 
Hey, this mod gives following error: x\cba\addons\ai\buildingpos.p3d: No geometry and no visual shape while trying to check property placement
Seb  [author] Dec 12, 2024 @ 7:38am 
No and no, the map is automatically updated from terrain updates by the game engine. You'd have to custom script only creating the trench once players get near.

And underground areas in Arma 3 don't really exist, it's always hacky and automatically generating it would look bad.
DMZ Dec 12, 2024 @ 5:39am 
I was wondering if it would be possible to hide the terrain adjustments that the mod does, on the map, so that players don't automatically know where the trenches are?

Is there also an option to extend this mod to include large open flat underground gen or not?
Darth Sidious' Dirty Sock Dec 7, 2024 @ 5:18am 
Awesome mod, is there a way to make the objects themselves editable in eden?
Saltwater Cowboy Nov 20, 2024 @ 10:18am 
Love it!!!, any chance you could add logs as a placement in the sandbag spot? Would work great for Ukraine/Russo conflict scenarios.
Blitz Nov 14, 2024 @ 1:23pm 
I would ensure ACRE2 is loaded before Trencher and Deformer. If it's a terrain deformation issue it might be that. Or you've got your ACRE radio settings wrong so the terrain difference is blocking radio waves?
Seb  [author] Nov 13, 2024 @ 6:02pm 
I don't see how trencher would break things that much tbh, it doesn't interact with the same areas of the game at all. Multiple groups use this mod with acre, including my own, and when it comes to issues 90% of the time it turns out people have their servers configured wrong
satoshi 聡 Nov 13, 2024 @ 3:33pm 
By "break", I mean radios & proximity voice chat would no longer work and on the Teamspeak end, it would causes a loop of disconnects and reconnects to our ACRE voice channel. We have already done extensive testing of our content pack (disabling every mod except ACRE and the mod we are testing) and have narrowed down these issues being caused by Trencher.

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.
Blitz Nov 1, 2024 @ 2:04pm 
ACRE interacts with the terrain for broadcast/range simulation so maybe the deformed terrain confuses ACRE.
Seb  [author] Nov 1, 2024 @ 2:38am 
Define "break", it could be expected that weak radios don't work as well in places like trenches.

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.
satoshi 聡 Oct 31, 2024 @ 2:05pm 
Has anyone else been having compatibility issues with this and ACRE? Our unit seemed to have narrowed down our issues to missions made with Trencher causing ACRE to break.
ꑭ Katolik ✙ Oct 23, 2024 @ 3:01pm 
might be a stupid question, but how do you actually get the inf in the trench?
Seb  [author] Oct 3, 2024 @ 5:25am 
The garrison building module should work, perhaps you just need to make sure the mission is in progress before the module activates because the module might activate before the trench positions exist otherwise.

End piece and variable depth may happen, variable width is a lot more complicated so is unlikely
WirtsLegs Oct 1, 2024 @ 10:06am 
great work,I love the mod! but some questions..

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
Divotdog Sep 16, 2024 @ 8:15pm 
is there a trick to have them blend nicely> keeping getting error angel not large enough.
Sal Sep 16, 2024 @ 3:59am 
how to sync the controller to the piece?
Seb  [author] Sep 14, 2024 @ 3:04am 
You need to save the mission before previewing it
vCog Sep 13, 2024 @ 11:48am 
Anyone have an issue where the trenches look like they are working as intended in Eden but as soon as you play the mission, the ground is no longer cut and the trenches mostly just disappear underground?
Rogue Fossil Sep 6, 2024 @ 12:30pm 
God bless you! Thank you for this mod, so much appreciated!
Seb  [author] Sep 5, 2024 @ 6:44am 
Gonna need more info than that