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I would like to make a proposal to create a system for constructing trenches in the game. Defensive structures and bunkers made of sandbags are good, but I am sure that a lot of variety in the gameplay will be brought by the ability to dig a trench anywhere and gain a foothold there, leading the defense. Moreover, I think that the possibility of digging a trench should be an integral part of a modern military simulator. The game has stationary, old trenches. But, having a sapper shovel, it would be great not to build buildings from sandbags, depending on resources, but to organize a stronghold or organize a maneuverable defense by digging trenches. Trenches may differ in depth, shape, length, all these differences will affect the speed of digging.
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[Solved] Creating Anti-tank (AT) trenches in Arma 3? How?
kaject posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm looking into making realistic anti-tank trenches in Arma 3. How should I approach this, in case I want to implement terrain deformation and so on? P.S. I've looked for solutions at the BIS scripting wikipedia, but no luck. [SOLVED] Use this mod: -
We have a free building system in the game where we are able to build up checkpoints and place some assets and compositions down. I was thinking why not add more assets? The options we have right now are relatively limited anyways. I have been asking for this a while a now through the feed back option from the menu in the game already. I think we need to be able to place more objects into the game, and with the final strike update introducing mortars in reforger we need a place to put them in, Maybe something like a mortar pit that is dug down a little bit beneath the top layer of the map? Amongst that, I say more importantly we need plain old trenches! Think of all the ways a trench / trenches, can improve the somewhat stagnant; repetitive gameplay of your average conflict match. I’ll give some examples… •Adding cover to open areas •Higher chance of survivability •Greater defensive success with or without trench having ability to add machine gun turrets from it • Discreetness •Pure awesomeness Defending in my opinion is almost non existent when a large hostile force comes to steam role you and your 4 man squad at Simons wood where you have next to no cover most times except for the little plot of trees behind you or the house to the north of the point. This can be a common issue with other objectives as well. With the trench system you can strategically place defensive trenches either close to your base or a few hounded meters away and open fire from that position at the dirty dogs trying to over take your point you just fully supplied. (This would be a bonus if you could add spawns points only on trench’s within range of base.) Lets talk about the potential accessories you could pimp your trench out with. •Overhead camouflage netting for when the helicopters FINALLY arrive LOL •Machine gun post •Sand bags •Barbed wire •Munitions boxes for regular small arms ammunition, explosives and even light artillery rounds for the mortar. •Lanterns •Radios How you would build the trench is simple. the mechanic is in the game currently when using the supply truck. All you need to do is drive to where ever you want to set up and start building once of course you have acquired the supplies needed. the basic trench is cheap enough but will still leave a dent from your 1000 supplies. The basic trench would consist of a wood reinforced pit with no added accessories. 300 Supplies. Added over head netting would cost 400. want a turreted machine gun in there? 650 what about the machine gun, netting, sand bags barbed wire and munitions box with spawn point? 1000 some might say that cost too much, I think it does to an extent , but it will keep people from building them literally every where. One idea I had with this free build trench system was when building; you get to choose the length and depth of your choice within certain limitations. Obviously you can’t make a 20ft deep trench. As you expand the trench length wise it will of course cost more supplies. Anyways this was my idea. I really hope the arma devs would implement this one day. I hope you guys share my interest and would raise attention to this much needed feature! Arma 4 will need this. does anyone know if the devs even read these or anyone whose involved with arma reforger? please please please spread the idea around and make this stick out like a sore thumb 👍🏻
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Hello all, I am pleased to present my second attempt at making a map - Ypres 1917. Background The map is a WW1-based terrain set during the Third Battle of Ypres, 31st July-10 November 1917, also known as the Battle of Passchendaele although the heightmap and satellite are randomly generated/custom made. For this reason, the Arma 3 WW1 mod is highly recommended. When the map is released in full it is possible that it will also become integrated into that mod, but for now any earlier version will be independently released. Features Map Size - 2km by 2km. The map features over 2.5km of trenches, both front line and communication trenches. Various underground bunkers/ dressing stations. The map features transitions from a small rear area, untouched by war, into the front line and no man's land. There is an airfield behind the lines in this area. Several fortified strong points along the front line, including a ridge with several pillboxes and outposts as well as a sector of the trench that is integrated into the ruins of a village. Different types of sectors along the front line. Because of the size of the map, a single, unbroken continuous trench line would be boring to make and play on. Instead, I've tried to add some variety to the terrain in different parts. One sector of the front line is flooded partially and composed of multiple outposts or fortified shellholes. Another sector features several separated but mutually supporting slit trenches in a forest. The fairly small gaps between different sectors are covered by barbed wire and pillboxes etc. A few artillery positions/emplacements. 2 half-destroyed towns. No man's land - ranges between 300-100m between the opposing trenches. Covered with shell-holes with varying depths that offer cover. Gameplay/playability One of the main issues about making a WW1 map is the Arma 3 AI. The AI aren't really capable of moving within the longer lines of trenches, but I've altered the map in some areas to improve AI playability. Some parts of the trenches are separated for 5-10m which allows the AI to pass through the front line into the rear, or likewise to pass through trenches on the way to attack. At some point I am going to add some better sheltered forming-up positions which will allow the AI to attack or reinforce with ease, making it possible for them to gather for an attack but out of sight of the opposing trench. The AI can't really enter or jump into the opposing trench line unless there are gaps, but they will attack it and stand on the parapet,letting them shoot into the trench. They are however capable of defending trenches pretty easily, and quite effectively, as they just need to be placed on the fire-steps. The AI perform much better around the less complex slit-trenches, which they sometimes are capable of entering/moving around. The shorter the distance between waypoints the better. Sometimes the AI will try to avoid passing through trenches completely and will detour huge distances to get to a waypoint behind the front line. However, this can be avoided if waypoints are placed close to each other. I highly recommend VCOM AI for attacking AI, although it should be disabled on defending AI to prevent them moving and glitching through the trench models. Gameplay - The map requires some skill/planning to attack an opposing trench. E.g. A frontal mass infantry assault in daylight without artillery will fail. However, in order to pull off a successful attack it's necessary to carefully use smoke and artillery, and make use of the cover in shell holes. Anyone willing to playtest the map is welcome. The mod uses assets from IFA3 as well as the WW1 mod, so both are required. To-do list / problems Add more reserve lines of trenches. This should allow for scenarios with multiple stages of attack. Polish the map and tidy up some of the messier sectors of trenches. Add more textures to the map. The current satellite image is provisional, and might be changed. Add more cover to no man's land in the form of craters, debris etc. Make the map in general, but specifically the trenches more easy for AI to use Screenshots Any feedback is welcome.