n_icomach 312 Posted July 22, 2017 9 hours ago, hcpookie said: ah I see "No" the physx LOD can't clip into the ground. Whatever is at 0 is the "ground" for placement purposes, same as landcontact. However I think you still need landcontact because I believe staticweapon inherits from whatever the root is. Regardless. You don't need the physx or even the geo LOD to clip into the ground, only the visuals. Everything else can remain above ground (you can't alter anything below ground anyway). Of course in your fire geo the gunner proxy has to line up w/ the visual Yeah so the way to fix it will to be have the Geo LOD sit actually where the bunker will sit on the gorund, the rest is just a view LOD and thats the part that clips. 1 Share this post Link to post Share on other sites
Ben@Arms 4 Posted July 23, 2017 Thank you for creating this =) Share this post Link to post Share on other sites
n_icomach 312 Posted July 24, 2017 5 hours ago, Ben@Arms said: Thank you for creating this =) Your welcome :) Share this post Link to post Share on other sites
giallustio 770 Posted July 24, 2017 Awesome stuff! Keep up the good work buddy! Share this post Link to post Share on other sites
n_icomach 312 Posted July 24, 2017 3 hours ago, giallustio said: Awesome stuff! Keep up the good work buddy! Thanks bud! Share this post Link to post Share on other sites
n_icomach 312 Posted July 25, 2017 Progress update 7/24/2017 Configs are proving to be a bit difficult with this sandbag bunker. Static Weaponry dont like havinf FFV, so it isnt showing in the editore. I hope to have it working soon, so thank you for your patience! Share this post Link to post Share on other sites
n_icomach 312 Posted July 26, 2017 Update 7/25/2017 Added Bunker that is enterable like a vehicle. 3 Share this post Link to post Share on other sites
n_icomach 312 Posted July 31, 2017 Update 7/31/2017 Added new MG Nest Variant Fixed Penetration values on Bunker 6 Share this post Link to post Share on other sites
Guest Posted August 1, 2017 The Armaholic mirror has been updated with the new version: Enhanced Trenches v0.9 Share this post Link to post Share on other sites
n_icomach 312 Posted August 30, 2020 Added ACE Entrenchment Capabilities Remade all textures Cleaned up configs Bunkers now have destroyed models 1 2 Share this post Link to post Share on other sites
n_icomach 312 Posted March 28, 2021 Ability to change build timers added. Integrated with ACE Trenches in CBA Addon Settings. Foxhole and Trench End are tied to ACE Small Trench. Rest are tied to ACE Large Trench. More customization is planned with the timers, but I really suck at understanding CBA settings. If anyone happens to know a guy whos interested in helpin explain it, im all ears. 2 Share this post Link to post Share on other sites
n_icomach 312 Posted April 20, 2021 Update 4/20/2021 Added CBA Settings "Enhanced Trenches" Menu to allow customization on build times per asset QOL feature, added the trenches to their own ACE submenu Share this post Link to post Share on other sites