Arma 3
84 voti
Tanoa Flood Mod
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Data Type: Mod
Mod Type: Terrain
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520.000 B
29 giu 2021, ore 11:58
1 nota di rilascio ( visualizza )

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Tanoa Flood Mod

Descrizione
Welcome to the apocalypse.

The Tanoa Flood Mod is a simple tidal rewrite for a mission I made back in 2020. It raises the sea level to flood most of the coastal cities and forests just enough to create some awesome underwater gameplay. I know there are some other tide mods like this, but I found this height to be perfect for the atmosphere I was trying to achieve. The water even goes inland to the Tanoa Sugar Factory depending on the hour of day and tide, which floods the valley nicely.

Some things to note:

- The water is shaded in this very saturated blue colour which cannot be changed since it is handled by the engine itself. Its not too big of a deal, and I think it looks cool as well.

- Performance drops slightly while using this mod, especially I've found for the Zeus interface which sometimes experiences hiccups especially if there are a lot of objects on the map and weather is on. It is still very much playable, I use a GTX 970 and it runs well.

- Time of day does affect the water height and tides, so you can set them accordingly in either Eden or Zeus.

- Make sure everyone (including the server) have the mod loaded or else some people will see the regular tide system and everyone else floating in the air above them. It won't ruin your scenario, but those people without the mod will act as if they're still running on unflooded land.

Hope you find the mod as useful as I did!
18 commenti
Enad 8 ott 2021, ore 11:45 
This mod seems to cause units to instantly die when I load a mission. Any one else experience this?
Lyra Hamstrings 15 ago 2021, ore 2:19 
Would it be alright if I tried to port this on my own to other maps?
Lyra Hamstrings 29 lug 2021, ore 22:54 
Nice to see one of these that works, finally. Any chance of seeing a similar one for Altis or Malden?
bijx  [autore] 12 lug 2021, ore 18:48 
@Sandman Great observations 👍
Sandman 10 lug 2021, ore 19:25 
Not criticisms. Just stuff I noticed. Still hearing bird noises at 20m depth. Electricity is still on, because people left the TV's and radios on, and the streetlights are still working at night. Some buildings, like the 4-story hotel, top floors can be accessed by glitching down through the roof, and the 2-story yellow storefront building with the pass-through in the center and gated stairwell roof can be glitched through on either side of the pass-through. Also some of the shipping containers in the stacks at the port facility in Georgetown. White metal garage-type sheds. Good things to know if you are planning any PvP games on this map, because your entire cover and concealment picture is now more complicated by being in 3 dimensions instead of the usual 2. Still like the mod.
Sandman 10 lug 2021, ore 19:22 
Love the concept. Not enough chances in Arma to take advantage of the underwater game mechanics in my opinion (I'm a diver :) ). Trying to build a recovery mission around this mod. Building interior doors cannot be opened, are still accessible by shooting out the windows and glass doors. Some windows can be shot out and swum through. Others that look like you can, can't be. Trial and error. Some balconies cannot be accessed from outside.
General Shark 8 lug 2021, ore 7:47 
Can this be made a module?
fowler.joshuadouglas 6 lug 2021, ore 15:48 
Now this is some true noah get the boat content right here
Redwan S. 5 lug 2021, ore 13:04 
Can you please add a key to it?
Predator14 3 lug 2021, ore 2:26 
omg impressive!