Arma 3
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Trencher - Eden Trench Generation
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Data Type: Mod
File Size
Posted
Updated
169.798 KB
May 28, 2024 @ 2:52pm
Jul 14, 2024 @ 8:25am
9 Change Notes ( view )

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Trencher - Eden Trench Generation

In 1 collection by Seb
Seb's Mods
11 items
Description
Trencher

Module-based trench generation.

You must save the mission for trench modifications to show up in-game.

The server and client both need this mod and its dependencies for it to work.

FEATURES:
- Create trenches of any depth and width, with lots of configuration options
- AI can navigate and garrison trenches
- Optionally add reinforcement to the trench walls, sandbags, dragons teeth and barbed wire
- Use area-based module to selectively disable parts of trench generation
- Optimised for multiplayer performance
- Trench ends will smoothly blend with terrain
- Hides objects in trench path

Performance
This mod is designed with multiplayer performance in mind:
- Everything except for barbed wire and AI garrison positions are a local simple objects. This is the most simple type of object you can create in-game, and has zero network traffic.
- Simple objects also barely impact FPS compared to simulated objects, so you will find this mod performs way better than you'd expect.
- Data on how to create these objects is contained within the mission file itself, therefore the JIP queue is not spammed, nor is a ton of data transferred after mission start
- Terrain modifications are also added to the JIP queue, can't avoid this.
- Use the skipper to only use barbed wire/AI garrison positions where necessary

Compatibility
Deformer
Semi-compatible - overlapping trenches and deformer modifications may result in one or both sets of changes getting applied.
To avoid issues just don't overlap Deformer and Trencher areas.
Bucket: Zeus Terrain Editor
Fully compatible
AI
AI will not cheat and walk through trench walls. They can only enter or exit trenches at actual entrances.
Unfortunately, AI cannot storm over the top of trenches.

How to use
- Place a trench controller module in Eden
- Sync any number trench piece modules to each other and the controller module
- Modify settings using the module attributes of the controller module
- Use the 'Skip Area' module to disable generation of certain features in certain areas
- Save the mission for changes to take effect.

Known issues
- Saving the mission is required to show changes in preview.
- I use AI building positions from CBA for the garrison points, I've had reports that these spam errors and cause performance issues. If you're having issues, check your RPT and if you see errors due to AI building positions, stop using them.

Code & Licensing
Please submit bug reports or feature requests to this projects GitHub[github.com]
Licensed under GPL v2.0

Looking for an Arma community? Check CNTO out:

https://www.carpenoctem.co/

https://www.youtube.com/watch?v=QE8tMdhDYjI
Popular Discussions View All (1)
0
May 28 @ 5:24am
Suggestion for Ground Textures
Shady
157 Comments
TheBot04 "Bear" 9 hours ago 
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