武装突袭3

武装突袭3

Terrain Lib
26 条留言
ribera1945e 7 月 14 日 上午 11:06 
Is it possible to create underground facilities while checking the changes this mod makes (for example, by making the ground sink) in EDEN?
Seb  [作者] 2024 年 7 月 31 日 上午 8:59 
Yep, it accepts a trigger as an area.
Ghostbadi 2024 年 7 月 30 日 下午 5:32 
So, from my understanding, i can make trigger specific size, and with code make trench out of that?
Seb  [作者] 2024 年 7 月 30 日 下午 12:48 
It's just some functions to use. The ve demonstration code shows the arguments as a map marker I guess.
Ghostbadi 2024 年 7 月 30 日 上午 11:59 
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 2024 年 6 月 7 日 上午 11:02 
how the fuck do i use this
ICEM4N 2024 年 2 月 17 日 下午 3:09 
instructions unclear, can you provide an better example?, sorry im just dumb xd
Nickis 2023 年 10 月 21 日 上午 9:04 
noooo, fuggin training grounds
Delta-Gamma 2023 年 10 月 14 日 下午 6:50 
Eden support would really make this mod rock.
QuadPapi 2023 年 7 月 10 日 上午 5:11 
Just stopped by to say the last picture is so fucking funny, good job!
Masterak 2023 年 5 月 4 日 上午 6:08 
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  [作者] 2023 年 4 月 30 日 上午 7:55 
@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 2023 年 4 月 30 日 上午 6:27 
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 2023 年 4 月 30 日 上午 12:12 
is this like deformer?
Chonkems 2023 年 4 月 29 日 下午 5:31 
NO DON'T UN-PROVE MY PROVING GROUNDS WAITWAITWAITWAIT
Seb  [作者] 2023 年 4 月 29 日 下午 1:31 
no
afgan-spec 2023 年 4 月 29 日 下午 1:28 
I don't understand how to use it, will you make a video tutorial or example compositions?
Nachu 2023 年 4 月 27 日 上午 1:14 
I don't understand how to use it, will you make a video tutorial or example compositions?
ICEM4N 2023 年 4 月 26 日 下午 5:53 
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 2023 年 4 月 26 日 下午 4:49 
@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  [作者] 2023 年 4 月 26 日 上午 1:09 
@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 2023 年 4 月 25 日 下午 3:58 
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 2023 年 4 月 25 日 下午 1:34 
now if we can just figure out how to have it so the player can "dig" real trenches.
Disciple Five 2023 年 4 月 25 日 下午 1:20 
bro fr unbombed my proving grounds
Lotto 2023 年 4 月 25 日 下午 12:28 
Would Zeus modules be possible?
little andy 2023 年 4 月 24 日 上午 4:42 
brilliant