Arma 3
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Flooding Altis - 50m
   
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Data Type: Mod
Mod Type: Terrain
File Size
Posted
125.488 KB
18 Aug, 2021 @ 11:08pm
1 Change Note ( view )

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Flooding Altis - 50m

Description
A port of Tanoa Flood Mod by bijx for Altis. There are a number of mods on the workshop that change the sea level, but unfortunately they seem to either be broken or require you to fiddle with the game's guts. This should provide a plug-and-play solution. Because it works by exaggerating the tides, sea level will vary over the course of the day, meaning you can use time of day and date to set the desired sea level. You can also use scripting or a Zeus module to increase the timescale, either freezing the water level in place or causing it to rise quickly like a flood.

This version takes the sea level up by 50m, putting a substantial portion of Altis underwater (Kavala is completely submerged, as is most of the central part of the island) and turning it into an archipelago. There is a version that should reduce the tide's maximum extent if you feel this is too extreme.

Other notes:
- 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.

- 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.
14 Comments
LEE O C 24 Aug, 2023 @ 10:54pm 
ohh gotcha, thanks bud
Lyra Hamstrings  [author] 6 Aug, 2023 @ 10:26pm 
@DJ LEE O C You'll need to adjust the date and time to control the water level, since the flood "system" is basically just the tides but multiplied like crazy.
LEE O C 5 Aug, 2023 @ 4:42pm 
yo how do i use in editor?
Mattifine 15 May, 2022 @ 3:36am 
Fallujah has the Euphrates river next to it. That was what I based my high value for the water surface of the river.
Lyra Hamstrings  [author] 14 May, 2022 @ 3:08pm 
@Mattifine I'm not sure it would work with Fallujah - I think the map has to have water on it to begin with. I've experimented with maps that are landlocked to see if I could get what you're talking about to happen and it didn't work.
Mattifine 14 May, 2022 @ 2:48pm 
@Lyra Hamstrings
Can you port it to the Fallujah map? With the sea level raised 10 m to flood the city with about 3 m of water? That would make it so that the base of the buildings are flooded and the top peaking out. It would be really cool driving around boat in a half flooded city. I would so love make a mission for my unit.
I have tried making a mod once and it fail miserably, so all respect to you.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=908733096
Lyra Hamstrings  [author] 22 Sep, 2021 @ 8:28pm 
@Nils You'd have to ask the original author, I only ported it. The way it works is dead simple so idk if it's governable with CBA stuff or not, sorry.
bijx 22 Sep, 2021 @ 3:34pm 
sick mod!! 👌
Cassius 22 Sep, 2021 @ 11:56am 
Hey, any chance you can add a key to this mod?
Cassius 21 Sep, 2021 @ 8:33am 
Any chance you can add CBA Settings or modules to Toggle this feature?