Arma 3
Terrain Lib
26 kommentarer
ribera1945e 14. juli kl. 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  [ophavsmand] 31. juli 2024 kl. 8:59 
Yep, it accepts a trigger as an area.
Ghostbadi 30. juli 2024 kl. 17:32 
So, from my understanding, i can make trigger specific size, and with code make trench out of that?
Seb  [ophavsmand] 30. juli 2024 kl. 12:48 
It's just some functions to use. The ve demonstration code shows the arguments as a map marker I guess.
Ghostbadi 30. juli 2024 kl. 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 7. juni 2024 kl. 11:02 
how the fuck do i use this
ICEM4N 17. feb. 2024 kl. 15:09 
instructions unclear, can you provide an better example?, sorry im just dumb xd
Nickis 21. okt. 2023 kl. 9:04 
noooo, fuggin training grounds
Delta-Gamma 14. okt. 2023 kl. 18:50 
Eden support would really make this mod rock.
QuadPapi 10. juli 2023 kl. 5:11 
Just stopped by to say the last picture is so fucking funny, good job!
Masterak 4. maj 2023 kl. 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  [ophavsmand] 30. apr. 2023 kl. 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 30. apr. 2023 kl. 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 30. apr. 2023 kl. 0:12 
is this like deformer?
Chonkems 29. apr. 2023 kl. 17:31 
NO DON'T UN-PROVE MY PROVING GROUNDS WAITWAITWAITWAIT
Seb  [ophavsmand] 29. apr. 2023 kl. 13:31 
no
afgan-spec 29. apr. 2023 kl. 13:28 
I don't understand how to use it, will you make a video tutorial or example compositions?
Nachu 27. apr. 2023 kl. 1:14 
I don't understand how to use it, will you make a video tutorial or example compositions?
ICEM4N 26. apr. 2023 kl. 17:53 
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 26. apr. 2023 kl. 16:49 
@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  [ophavsmand] 26. apr. 2023 kl. 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 25. apr. 2023 kl. 15:58 
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 25. apr. 2023 kl. 13:34 
now if we can just figure out how to have it so the player can "dig" real trenches.
Disciple Five 25. apr. 2023 kl. 13:20 
bro fr unbombed my proving grounds
Lotto 25. apr. 2023 kl. 12:28 
Would Zeus modules be possible?
little andy 24. apr. 2023 kl. 4:42 
brilliant