Arma 3
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Cave Base [No Mods - Old Version]
   
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Data Type: Composition
Composition Type: Base, Camp, Facility, Garrison
Meta: Dependency
File Size
Posted
Updated
277.528 KB
19 Dec, 2020 @ 4:58am
19 Dec, 2020 @ 5:10am
2 Change Notes ( view )

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Cave Base [No Mods - Old Version]

In 1 collection by 29/P4TCH3R
29s Comps and Missions
11 items
Description
This is a a cave base that is inspired from Just Cause a bit. It has mutiple buildings already placed and it has an U-Boat which can be "destroyed". (The lag of the U-Boot cannot be stopped to my knowledge, if anybody has a fix, typ it in the comments!)

The AI should work to an extend. Would advise to disable pathing.

The outside of the cave is messy and is going to stay so.


I might give it a performance update soon, as the SetScale command would work for the roof without a problem.

Please report ANY bug you encounter here!


I've created a new underground cave base, you can check it out here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2604476799
6 Comments
29/P4TCH3R  [author] 20 Dec, 2020 @ 9:00am 
@Ghosthunter22 The Simulation of all objects besides buildings are disabeld. I am not sure if Simple Object can boost even more than. But the big-(or only for me atleast)lag only appears at the Uboot if the trigger has been activated. This cannot be fixed to my knowledge, as if I let the simulation on the whole time, it refreshes everytime when shot.
Ghosthunter22 20 Dec, 2020 @ 8:40am 
Regarding the lag, have you tried disabling simulation and enabling Simple Object for static objects like rocks, walls etc? Give it a shot, it might improve the performance. Hope this helps.
Mate 19 Dec, 2020 @ 6:19pm 
WOW
Benchmark 19 Dec, 2020 @ 2:17pm 
great. thanks lad
29/P4TCH3R  [author] 19 Dec, 2020 @ 1:18pm 
@Benchmark It only uses Vanilla assets and some assets from the Contact Platform, also parts of Tanoa Buildings, but it does not use any mods.
Benchmark 19 Dec, 2020 @ 1:09pm 
nice! any dependencies?