ArmaDB

[STS] Sammys Trench System is designed for map makers to create trench systems quickly and efficiently.

Players now

115

Servers

30

Rating

93%

14 votes

Subscribers

-

15,262 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/6A0EC90DFE43E67B

Busiest servers running it 30 in total

All servers

Players on servers with it

daily, last 30 days

0 200 400 600 800 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 631
Average players Low to peak in each bucket

Details

Author
SammyS_
Version
0.0.6
Size
45.6 MB
Licence
APL-ND
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
15 Aug 2026
Updated
2 weeks ago
Workshop ID
6A0EC90DFE43E67B

Recent adoption

30 days: +95 −84 ↑51

Version history

6
  1. v0.0.6 45.6 MB 25 Sep 2026

    UPDATE DUGOUTS - Dugouts no longer dig the terrain when placed. To let a dugout dig its own entrance and pit, tick Sculpt Terrain on it. - Trench lines no longer snap onto dugout doorways, and moving a dugout no longer rebuilds nearby trenches. To let a line lock onto a doorway, tick Lock Onto Dugout Doors on that generator. - Fixed issue with dugouts where BOXVOL was too far forward and also gaps in the walls made light leak in. NOTE - Dugouts you have already placed keep the hole they dug. If you want to be sure it stays when you edit nearby trenches, tick Sculpt Terrain on that dugout.

  2. v0.0.5 45.6 MB 25 Sep 2026
  3. v0.0.4 45.6 MB 25 Sep 2026
  4. v0.0.3 10.2 MB 16 Aug 2026
  5. v0.0.2 9.8 MB 16 Aug 2026
  6. v0.0.1 29.0 MB 15 Aug 2026
Description from the Workshop

SAMMYS TRENCH SYSTEM A modular trench kit plus a World Editor generator: draw a line, attach a generator, and a fully built, self-dug trench appears along it. A build-time tool for map makers in the Enfusion Workbench. The generator only runs in the editor; the trenches are ordinary prefabs and the digging is baked into your terrain. WORK IN PROGRESS: CROSSINGS Automatic X junctions (lines crossing) and T/Y junctions (a line ending against another) are still a big WIP and can bug out quite a bit: gaps, odd rebuilds, open arms. Straight runs, bends, branches and hand-placed modules are solid. If a junction misbehaves, nudge a point on the newer line, place the junction by hand, or turn Auto Crossings off. QUICK START 1. Add Sammys Trench System as a dependency of your world project. 2. Create a SplineShapeEntity or PolylineShapeEntity and click your trench line onto the terrain. 3. From Prefabs/WEGenerators/Trenches drag a TG_Trench_ prefab onto the shape in the Hierarchy (it must be a child of the shape). 4. Done. The trench builds and digs itself. Move a point and it rebuilds; draw downhill and modules tilt with the slope. PRESETS - 01: plain fire trench, end cap and exit ramp. - 02_Wiggle: alternating left/right doglegs so nobody fires down the line. - 03_Bays: firing bays, wide bays, MG nests and funk holes mixed in. - 04_Frontline: the full mix, mostly traverses plus bays, MG nests, funk holes, crossing points. - 05_Strongpoint: half traverses, heavy on MG nests, bays and funk holes. - 06_Comms: rear communication trench, straights, ramps at both ends. Each has a _Sunken twin. Prefabs/WEGenerators/Trenches_NoDig has all twelve with terrain digging off by default. ATTRIBUTES - Ends: end cap, 4 m or 6 m ramp, or nothing. - Pattern: wiggle share, variant chance, seed. - Terrain Sculpting: on by default, each module digs about 2.25 m deep. Untick it and the ground goes back to grade; tick to re-dig. - Fitting: follow slope, socket lock distance (2.5 m), anchore...