Arma 3
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Foxhole Fighting hole (WIP) Warning: Not stable until further update
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Data Type: Mod
File Size
Posted
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3.801 MB
4 Feb, 2022 @ 9:52am
19 Jun, 2022 @ 12:33am
29 Change Notes ( view )

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Foxhole Fighting hole (WIP) Warning: Not stable until further update

Description
Script Enhanced Foxhole / Fighting hole

Warning: Work in progress, not stable.

Special thanks to:
Awesome original config, frame and scripts created by vurtual .
Awesome Model obj and texture file remade and optimized by Arsdor.

- Foxhole is set up as a accessible vehicle in game. Most of its body is really sink into the terrain. Providing players and AI maximum protection and concealment without expose your position to enemy.
- Foxhole is available in Eden editor and Zeus. Location: Civilians -> Storage -> Foxhole
config classname: vurtual_foxhole
- Player and AI can turn in and out in the fox hole.
- Recoil and Aimcoef parameter is automatically reduced while shooting in the foxhole. This is to equally simulate leaning your weapon on the edge of the foxhole. The parameters will resume to normal after player get out of the foxhole.
- Players you can adjust your stance by using X and Ctrl+ W/S ( basing on your key setting may different).
- All type of weapons including pistol, rifle, launcher, binocular etc. are available in the foxhole.
- AI and player is in prone stance after get out to maintain concealment.
- AI will fire at known targets if they are allowed (under open fire status).
- AI throw grenade & smoke and suppress if nearest enemy distance < 25m.
- AI randomly turn in the hole to hide themselves after fire.
- Model optimization. nice model contributed by Arsdor
- Model optimized. All LODs redefined. Chest wall can stop the bullets.
- Damage impact optimized. foxhole can be destroyed by heavy fire and artillery.
- Texture of foxhole is same as the terrain texture provides best concealment.
- Players can dig a foxhole wherever they want (hard surface like concrete is excluded) during mission
- Players can move a carry a bush and place the bush to any location during mission as additional concealment. Supporting most maps.
- Players can add or remove grass to any location during mission as additional concealment. Supporting most maps.
- availability to dig hole detection -- can't dig fox hole on some surfaces like concrete
- Customized set up: turn on /off dig hole real time in mission, turn on /off plant bush function real time in mission, placement time consumption set up, cut/place bush time consumption.
- Players will fall into the hole if they walk onto it. Very interesting, recommend you must have a try.
- Dedicate server key included, dedicated server and client host multiplayer game supporting.
- Added view geometry on the added bush. Will block AI vision same as original terrain objects.
-Can throw grenade into the hole , solider in hole can also throw out the grnade tha has fallen into the hole.
-Ai has 50% chance to throw back the grenade fallen into the hole.
-Can set up "need vanilla tool/ ace tool" needed for dig hole and remove tree/bushes.
-Can jump over the hole to avoid fall in.

----. Known issues
- Get in animation is kind of inappropriate but I don't have a better one. You can just walk onto it and you will fall into the foxhole automatically to skip get in animation.
- When using ace mod , map don't turn dark at night when you are in the foxhole.

----. Road map
-Development of this mod is paused until Arma 3 v2.10 published. If new script command steterrainheight works fine, I'll rewrite the frame of this mod with that new command.
- Can remove the hole after dig.
- More accuracy explosion damage impact basing on explosion source and distance. Need to wait for Arma 3 v2.10 deployment.
- AI judge the war zone condition and change stance by using suppressed value.
- Pre-defined defense area is possible by set up in config. And also can command AI to switch their defense area by using action menu. More like realistic defense rule in field manuals.
***TBD: update surfacetype database

35 Comments
HUNT-U 26 Dec, 2023 @ 8:38am 
ya this started working maybe 50% of the time. now lucky to get the option for for the first short while if that even
SevenSix 3 Aug, 2023 @ 8:44am 
one of the worst mods. not reliable at all. 90% of the time its not available during gameplay.
YipMan 22 Mar, 2023 @ 6:40am 
Mod is currently not working as described.
Hoping for an update!
HUNT-U 23 Feb, 2023 @ 5:48pm 
any idea why it show in scroll menu maybe 20% of the time an one player may have an the next dont?
aDRI 23 Oct, 2022 @ 3:30pm 
It is very buggy for me. It seems the AI is not engaging units in the foxhole and on some maps the AI will also not engage if they are in a foxhole.
Misc.yn  [author] 23 Oct, 2022 @ 2:47am 
too busy recently. WIll to work on this some other day. But I'll keep watching user reply here.
kgp227 5 Oct, 2022 @ 8:04am 
How goes the development on this since the terrain deformation update dropped for base game?
Misc.yn  [author] 30 Aug, 2022 @ 7:41pm 
@franzenkerlin Under development. Will update in next version. The design concept is to add a special foxhole with limited AI turning angle, in that way AI can only aim at specific circular sector.
franzenkerlin 30 Aug, 2022 @ 3:55am 
How can I set up the pre-defined defense area? Is it through the ingame addon config Menu?
dent 9 Aug, 2022 @ 11:05am 
The command is listed in the development branch now if you wanted to try it there.