I've sat on this idea for a while, thinking that they'd implement it in OFP2 . . . they might, but why take the chance?
Before I start, I will globally excuse my ignorance of modelling and animation; if I keep apologising as I type it will become tiresome. All I can really offer is a concept that might be a worthy challenge for someone who's already got the skills to do it. The payoff is that it could open up quite a few mission scenarios to occupy us for the next 18 months.
One of the biggest limitations I find with the engine is what to do with defending troops that can't dig in. Yep, you can stand 'em in a bush, lay them under one or pepper the landscape with sandbags - but, to me, these detract from the 'look' and 'functionality' of any conventional attack/defence scenario.
This has, of course, been noted by people in the past, but the only solutions I'm aware of are trench objects that sit on the ground. Here's my line of thought:
OK - put an empty jeep on the map and no-one fires at it.
Order or script a soldier to go in it and he will assume the appropriate position/animation, but retain his skin and current weapons. His presence will cause hostile forces to engage the vehicle and independently damage the vehicle and/or the occupant. If the vehicle is armoured, the soldier can be head-out or head-in; if the latter, the vehicle will still be targetted.
Seems to me this is analogous to what you'd want from a slit trench: units get in and get out, units can be heads in or out, units in the trench are targetted, as is the 'occupied' trench.
So, I propose that a functional[-enough] trench object could be made.
The trench would essentially be a static, empty vehicle object; probably 'Car' class and VSoft type as you'd want its occupants to be engaged by small arms.
They would be placed from the editor, or 'in mission' via scripts/actions. They'd be available to any side - take the trench then use it.
The trench itself would be a DestructNo destruction type. Armor value would be as high as possible, but not so high that the AI won't stop small arms engaging it.
The basic model could be a 2D, dark, rectangular 'decal' say 0.6m x 2m with a 3D parapet (like the 'grave' object), say 0.2m high. It may not be worthwhile, but there could be sub-types: a 'hasty' slit with a brown-earth-textured parapet and a less-AI-spottable 'deliberate' one with a grass-texture. I would also propose a couple of tastefully-cammed trenches with overhead protection (bunkers, if you prefer), with and without an HMG.
I also wonder if the turn in/out feature be 'borrowed' from the armour class. Of course, entrenched units would need to be head-out in all CombatModes to do anything useful; head-down would be a function of courage/fleeing. If the config can be tweaked to allow units to turn-in under incoming fire but turn-out fairly quickly, dependent on their 'courage', we'd have an unscripted functional simulation of suppressive fire into the bargain - the AI should still target the 'buttoned-up' vehicle that is our trench. Dreams are free . . .
As far as I can see, there are two real problems.
1) First-off, the engine does not like AI units below ground level. I've noticed that while objects and empty vehicles can be setpossed below ground, they float to the surface when AI get in. The key might be how 'ground level' is referenced on models and/or animations. If an animation could be created or revised with a 'ground-level' at chest height, have we got an entrenched unit? Alternatively, is a 'head and shoulders' model the solution?
2) The big issue is weapons. Ideally, all small arms should be usable from trences as well as LAWs/RPGs/grenades. I've not seen any vehicles that allow small arms to be fired from them, vehicle-mounted weapons are always configured as turrets that contain units. It seems the [two-man fire] trench model needs to be configured with two 'turrets' that become units.
I fear the 'turrets' issue may be the big stumbling block. I have got an inelegant less-than-ideal (but hopefully still functional) idea up my sleeve but, first, has anyone got any views on the above??
I'd also argue that some dug-in armour would be useful - Soviet doctrine promoted it and the Iraqis implemented it in GWI. Might be an easier starting point?