# grad_trenches **Repository Path**: diguo520/grad_trenches ## Basic Information - **Project Name**: grad_trenches - **Description**: No description available - **Primary Language**: Unknown - **License**: GPL-2.0 - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2018-09-27 - **Last Updated**: 2024-06-17 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README [](https://github.com/gruppe-adler/grad_trenches)
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This mod adds textures to ACE trenches based on the current ground texture. When placing a trench you can already see a preview how the trench will look like when placing it. Players can also camouflage their trenches with small bushes. More images can be found [here](https://github.com/gruppe-adler/grad_trenches#more-images). ## Features - Supported on 22 Maps (Vanilla, CUP and more) - Custom map config, add your own map if it is not supported - Camouflage your trench with small bushes - Place trenches in 3DEN and camouflage them directly - New trenches to place - Giant trench where soldiers can stand behind - Vehicle trench to cover vulnerable parts of tanks - Short trench to quickly provide cover for 1-2 soldiers ### Supported maps - [Altis](https://arma3.com/features/terrain) - [Stratis](https://arma3.com/features/terrain) - [Malden](https://arma3.com/dlc/malden) - [Tanoa](https://arma3.com/apex) - [Lythium](https://forums.bistudio.com/forums/topic/144930-wip-ffaa-v6-spanish-army-mod/) - [Bukovina](http://cup-arma3.org/terrains) - [Bystrica](http://cup-arma3.org/terrains) - [Chernarus](http://cup-arma3.org/terrains) - [Celle](http://www.armaholic.com/page.php?id=16585) - [Porto](http://cup-arma3.org/terrains) - [Desert](http://cup-arma3.org/terrains) - [Rahmadi](http://cup-arma3.org/terrains) - [Prei Khmaoch Luong](https://forums.bistudio.com/forums/topic/206159-prei-khmaoch-luong/) - [Proving Grounds](http://cup-arma3.org/terrains) - [Sahrani](http://cup-arma3.org/terrains) - [United Sahrani](http://cup-arma3.org/terrains) - [Southern Sahrani](http://cup-arma3.org/terrains) - [Shapur](http://cup-arma3.org/terrains) - [Takistan](http://cup-arma3.org/terrains) - [Takistan Mountains](http://cup-arma3.org/terrains) - [Utes](http://cup-arma3.org/terrains) - [Zargabad](http://cup-arma3.org/terrains) ## Requirements - Arma 3 1.76 or later - [ACE3](https://github.com/acemod/ACE3) 3.11.0 or later - [CBA_A3](https://github.com/CBATeam/CBA_A3) 3.5.0 or later ## Downloads #### GitHub Downloads can be found under [Releases](https://github.com/gruppe-adler/grad_trenches/releases). #### Steam Workshop Subscribe to GRAD Trenches on [Steam Workshop](http://steamcommunity.com/sharedfiles/filedetails/?id=1224892496) and automaticially get the latest releases. ## License This project is licensed under **GPLv2**. We kindly request to not upload this mod to Armaholic or other mirrors for Arma 3 mods. Plus, we ask you to not create mirrors in Steam Workshop. ## Bugs and Contributions Contributions and bug reports are well appreciated. Feel free to fork this project or to create issues. #### Bugreports When encountering an error message when placing a trench please atatch your RPT-File so we can directly analyze the problem. ## Add own map It is not possible to automaticially get the path to the ground texture. Therefore maps have to be included in a config to work with GRAD trenches. This config is located [here](https://github.com/gruppe-adler/grad_trenches/blob/master/addons/functions/CfgWorldsTextures.hpp). **We will take Altis as an example:** Adding a map by your own can be done by any additional mod. You don't have to edit the source. Just create a mod and add `grad_trenches_functions` to `requiredAddons` in your `CfgPatches`. Then create a config and add this skeleton to it ```cpp class CfgWorldsTextures { class Altis { surfaceTextureBasePath = ""; filePrefix = ""; }; }; ``` The class name is the map name that can be found out by using the `worldName` command. Now you have to fill in `surfaceTextureBasePath`. Usually this path can be found at `configfile >> "CfgWorlds" >> "Altis" >> "OutsideTerrain" >> "Layers" >> "Layer0" >> "texture"` when leaving out the file name of the texture. On Altis the result is `A3\Map_Data\gdt_seabed_co.paa`. We will strip out the file name and will get this config as a result: ```cpp class CfgWorldsTextures { class Altis { surfaceTextureBasePath = "A3\Map_Data\"; filePrefix = ""; }; }; ``` **Make sure to keep the trailing backslash.** The texture name for `gdt seabed` is missing the extension `_co.paa`. Therefore we have to set this as the file prefix leaving out the leading underscore. ```cpp class CfgWorldsTextures { class Altis { surfaceTextureBasePath = "A3\Map_Data\"; filePrefix = "co.paa"; }; }; ``` #### Exceptional case: Texture name is different to file name Some maps like Utes just have one texture name that is different to the file name. For this purpose it is possible to hardcode single textures along with their absolute file paths. ```cpp class utes { surfaceTextureBasePath = "ca\utes\Data\"; filePrefix = "detail_co.paa"; class Surfaces { class Default { texturePath = "a3\map_data\gdt_beach_co.paa"; }; }; }; ``` In this case `Default` is the ground texture name. ## More images *Click on the images to see a high quality version*   [](data/previews/altis.png) [](data/previews/chernarus.png) [](data/previews/takistan.png) [](data/previews/chernarus_summer.png) [](data/previews/vehicle_trench.png)