Trencher – Eden Trench Generation
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.
– 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
This mod is designed with multiplayer performance in mind:
– Everything except the barbed wire is a local simple object. 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
– The exception to this is barbed wire, which must be simulated to be destroyable/cuttable. Barbed wire is only created on the server and Dynamic Simulation will be enabled on all barbed wire objects.
– Terrain modifications are also added to the JIP queue, can’t avoid this.
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.
– 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.
– Saving the mission is required to show changes in preview.
– Moving/syncing/deleting multiple modules at the same time can very laggy as each time you move a single piece it recalculates the entire trench. Each node move will do this.
Code & Licensing
Please submit bug reports or feature requests to this projects GitHub[github.com]
Licensed under GPL v2.0
https://www.youtube.com/watch?v=QE8tMdhDYjI
Required items:
Click the title to search on this site.
CBA_A3 — Steam Workshop
Chameleon Trenches — Steam Workshop
Terrain Lib — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.