Arma 3
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Mars' Invisible Walls and Helpers
   
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Data Type: Mod
Mod Type: Structure
File Size
Posted
Updated
75.703 KB
3 Mar, 2021 @ 8:51pm
21 Jul, 2023 @ 7:16pm
5 Change Notes ( view )

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Mars' Invisible Walls and Helpers

Description
Invisible Walls for all your needs!

Here we have a wonderful set of low impact nearly invisible walls!
Able to allow the passage of bullets and rockets (unfortunately, not grenades), while preventing the movement of players and vehicles.

For ease of placement, a near-transparent red bar marks the outline at the base of each wall (most visible over dark, dull surfaces such as roads).
I recommend lowering the walls beneath the surface in order to prevent these from being seen, if preferred.

Dimensions vary in lengths at 3, 8 and 16 metres, with a 0.5 metre thickness and a 3 metre height, all located in the Walls category in the Eden and Zeus editors.

Additionally, new various sizes of User Texture walls! With no collision, it should work out of the gate with all sorts of procedural textures, as well as your mission textures.
Available in 1x2m, 2x2m, 2x4m, 3x3m, 4x4m!

Support
I'm happy to help any way I can, and if anyone wants to voluntarily support me,
I do have a Ko-Fi and am open for Model Commissions.
These can be found at: https://ko-fi.com/marstruc

Licensing
Mars' Invisible Walls is licensed under APL-SA.
See https://www.bohemia.net/community/licenses/arma-public-license-share-alike for more information.
17 Comments
Miguel 2 May, 2024 @ 1:57pm 
Is a map about a real and historical battlefield and I dont want people to access to some high rocks where they could be bugged and you know how can that be..

Thank you.
Marstruc  [author] 2 May, 2024 @ 10:43am 
@[CTU] Miguel, aside from there being no technical reason to actually need to repack a mod, it's licensed under APL-SA, so as long as you stay within the bounds of that license (attribution, noncommercial, redistributing as APL-SA, etc), you can do whatever.

I admit though, personally, I am puzzled why you'd want to include this in your terrain. Not that it particularly matters to me, you can do whatever you want with your time.
Miguel 2 May, 2024 @ 4:53am 
Hello Marstruc, I am making a map and I need some invisible walls and yours are perfrect to be honest.
Is possible to re pack your mod with the map? In order to mantain dependencis low. You will be credited in map description.

Is more than ok if you said no.
Thank you for your work.
[GB1] Korda 12 Dec, 2023 @ 2:41am 
@Marstruc Hi, I'm coming back to you, because since the arma updates, the AI can now cross and shoot through your walls, something before the updates this didn't happen..You did a very good job for me with my request, in the past, but would it be possible to look at it it would be really great my friend.
Fimpen 20 Oct, 2023 @ 11:21am 
Yeah I kind of figured that was the case, since the AI can seemingly walk through walls at leisure. I just wish there was something blocking their movement for making fake tunnels and stuff. Thanks for answering!
Marstruc  [author] 20 Oct, 2023 @ 11:17am 
@Fimpen They don't have anything stopping AI. AI pathfinding isn't something that I can really dictate with these.
Fimpen 20 Oct, 2023 @ 11:06am 
Do the walls stop AI from going through them ?
Marstruc  [author] 6 Mar, 2023 @ 10:51am 
@claudiopolez I don't believe so based on what I know. Sorry!
claudiopolez 6 Mar, 2023 @ 6:45am 
Is it possible to stop the AI "seeing" through these invisible walls? Like with the
_y=0;
{myCar setObjectTextureGlobal [_y,""];
_y=_y+1;} foreach getObjectTextures myCar;
trick.
I'd like to see through these walls, shoot through them, let AI bullets through them, but not for AI to see the player through the wall.
little andy 20 Jan, 2023 @ 9:33am 
where has this been all my life