Arma 3
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Terrain Lib
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Data Type: Mod
File Size
Posted
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93.264 KB
23 Apr, 2023 @ 5:10am
30 May, 2024 @ 2:50pm
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Terrain Lib

In 1 collection by Seb
Seb's Mods
11 items
Description
Terrain Library
Use this mod as a terrain editor in Zeus

This provides some useful functions which makes working with terrain much nicer by allowing you to use triggers, markers, and function-based areas to modify terrain as an area, with a ton of parameters.

It also fixes a problem of network optimisation in multiplayer when it comes to changing terrain heights. By default, when you modify group of terrain points, unless the exact same group has been updated before then all points will be sent over the network. This means that you might be sending the same group of terrain points over the network tens of times to JIPs - terrible for server performance. This mod uses an automatic chunking system to fix that, but only when using TerrainLib functions.

Additionally, vehicle velocities are set to 0 when modifying object heights. This fixes that as best as possible when using area commands.

FEATURES:
- Easy, area-based terrain modification with lots of customisation parameters
- Automatic network optimisation for multiplayer (only when using TerrainLib commands)
- Fix vehicle velocity being set to 0 when changing object heights (area-based commands only)
- Increase compatibility between mods that depend on this mod
- CBA event system for hooking into setTerrainHeight events

How to use
Converting your existing code to make use of network optimisation and CBA events is a single line change:
// Your existing code: setTerrainHeight [_positionAndAltitudeArray, _adjustObjects]; // Your new code: [_positionAndAltitudeArray, _adjustObjects] call TerrainLib_fnc_setTerrainHeight;

Compatability
Generally speaking, will be compatible with other mods with minor issues
Deformer:
Don't use TerrainLib code until after the mission is in progress.
This ensures Deformer has already done its thing and the two won't overlap.
TerrainLib's restore terrain height commands will only restore to the original deformer modifications
Various crater mods
TerrainLib's restore terrain height commands will not be able to restore craters unless they were created using TerrainLib.

Code & Licensing
Please submit bug reports or feature requests to this projects GitHub[github.com]
Licensed Under GPLv2
Please do not bundle TerrainLib or its funtions with your addon, make this mod a dependency.
The mod functionality relies on having a single mod (this one) handling all terrain modificaiton


Looking for an Arma community? Check CNTO out:

https://www.carpenoctem.co/

https://www.youtube.com/watch?v=QE8tMdhDYjI
26 Comments
ribera1945e 14 Jul @ 11:06am 
Is it possible to create underground facilities while checking the changes this mod makes (for example, by making the ground sink) in EDEN?
Seb  [author] 31 Jul, 2024 @ 8:59am 
Yep, it accepts a trigger as an area.
Ghostbadi 30 Jul, 2024 @ 5:32pm 
So, from my understanding, i can make trigger specific size, and with code make trench out of that?
Seb  [author] 30 Jul, 2024 @ 12:48pm 
It's just some functions to use. The ve demonstration code shows the arguments as a map marker I guess.
Ghostbadi 30 Jul, 2024 @ 11:59am 
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 Jun, 2024 @ 11:02am 
how the fuck do i use this
ICEM4N 17 Feb, 2024 @ 3:09pm 
instructions unclear, can you provide an better example?, sorry im just dumb xd
Nickis 21 Oct, 2023 @ 9:04am 
noooo, fuggin training grounds
Delta-Gamma 14 Oct, 2023 @ 6:50pm 
Eden support would really make this mod rock.
QuadPapi 10 Jul, 2023 @ 5:11am 
Just stopped by to say the last picture is so fucking funny, good job!