ArmaDB
Workshop mod

EoH - Modular Tunnel Pack

by LTaylor255 · all their mods

This pack contains a collection of rooms, pathways, doorways, entrances, and other items built to modularly create tunnel systems. Originally designed for use on EoH Vietnam Servers

Players now

36

Servers

9

Rating

100%

4 votes

Subscribers

-

976 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/698515F5892B7E51

Busiest servers running it 9 in total

All servers

Players on servers with it

daily, last 30 days

0 60 120 180 240 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 191
Average players Low to peak in each bucket

Details

Author
LTaylor255
Version
1.0.1
Size
2.2 MB
Licence
APL-SA
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
6 Aug 2026
Updated
2 weeks ago
Workshop ID
698515F5892B7E51

Recent adoption

30 days: +18 −13 ↑9

Version history

2
  1. v1.0.1 2.2 MB 26 Sep 2026

    Fixed RigidBody component on room3_split after user report

  2. v1.0.0 2.2 MB 6 Aug 2026
Description from the Workshop

HOW TO USE: >Snapping - Each object contains "memory points" which enable the move and rotate tools to snap the prefabs to others - Take two prefabs, select the move tool, and under the tool options window turn on the options of "What to drag" and "Where to drop" under point to point snapping to "Bone" - Hold B while selected to one of the prefabs, click one of the white cubes that appear, drag that cube over to the cube on the other object >Creation - It is reccomended to start from an entrance, place one in, use the Hole feature of the Terrain Tool to create an opening for the entrance, and adjust prefab positioning to fit the created hole. - IMPORTANT: You will need to place some sort of prefab in-between the terrain and the tunnels to block incoming light, the terrain seemingly does not block light from my testing, I used the "GridPlane_100x100" prefab for my testing, ensure you disable the rigidbody component on it to have no issues with colliders. - Branch off from this entrance by snapping other prefabs to this entrance's memory point - When you wish to add a room, cap off your pathway with the appropriate doorway, the memory point further back on the doorway should be snapped to the end of the pathway, and the doorframe you wish to use in the room should be snapped to the front memory point of the doorway - Other doorframes in the room should either be utilized via more pathways (and accompanying doorways), or capped off with either the "Blocked_Doorway" or "S_Blocked_Path" prefab. - IMPORTANT: The ending of all pathways will not line up with doorframes, this can be remedied via using one of the included "Masks", which are an outline of the standing/crouching/prone shapes I've made, just snap it into place with the memory points. These can also be used to cover any gaps that appear in putting together the tunnels. - Exits will invevitably end up misaligned from the grid that you use to create your entrance, you will need to place other vanilla prefabs and...