Arma 3
Sharks - Apex Species
Feint  [developer] 5 Aug, 2017 @ 7:02am
Bugs
Post your bugs here:

KNOWN BUGS:
  • Missing icon texture in module - FIXED IN VERSION 1.3
  • Module not working correctly - FIXED IN VERSION 1.3
  • Zeus module not working correctly - FIXED IN VERSION 1.3
When posting bugs, please write include the following:
  1. Dev Branch or no
  2. Game version
  3. Steps to reproduce bug
Last edited by Feint; 5 Aug, 2017 @ 11:59am
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Showing 1-15 of 16 comments
Chopper 6 Aug, 2017 @ 7:36am 
Please add a bleeding bot to the bullet wound.
Feint  [developer] 8 Aug, 2017 @ 4:12pm 
Sorry, what do you mean? What's a bleeding bot?
TheDragon117 22 Sep, 2017 @ 9:51am 
I'm guessing what Chopper is likely talking about, would be that if you've been shot add an event handler or something that would create a blood source that would attract nearby sharks to you, I could be completely wrong though.
Feint  [developer] 23 Sep, 2017 @ 7:41am 
I suppose that could be added. The hunting script does look for people and it would be an easy check to see if they are bleeding using the "isBleeding" command.
Arcticus_X 26 Sep, 2017 @ 9:41am 
Very nice mod,would have been nice if I could run this on my Exile Tanoa server.The problem being you have to add the sharks in the mission file with the editor,causing some problems with Exile.
Feint  [developer] 26 Sep, 2017 @ 5:23pm 
What problems?
Arcticus_X 27 Sep, 2017 @ 10:19am 
Make the server lag.
Feint  [developer] 29 Sep, 2017 @ 6:09am 
If you add 600 sharks then yeah you'll get lag. That's what happen if you add 600 of anything to your mission. That's NOT a bug. That's online gaming.
C.Ritter 3 Apr, 2018 @ 6:13am 
Hmm for some reason i cannot put this mod as a required mod for our wasteland server, it is simple just not doing it, it goes straight into client optional mods even tho i placed the sharks in the mission
Feint  [developer] 5 Apr, 2018 @ 3:11pm 
That's strange. I don't think I can fix that. Have you tried contacting BI or Steam?
Richey 23 Sep, 2019 @ 9:56am 
I dont know if your even still around but when the sharks go onto the shore they get teleported back to the water, is it possible that they get placed at a 180 direction like there swimming back ot the ocean, right now they just tp back facing shore and if they dont turn automatically they are stuck tping on the shore
Feint  [developer] 27 Sep, 2019 @ 1:29pm 
Because it uses Arma's crappy AI, the sharks sometimes swim into water that's too shallow for them. And turning them 180 degrees does not guarantee that they will swim back to deeper water. So I set up a script that if they go above sea level, they get teleported back to an area that's deep enough for them using a script that can find water of a certain depth. I know it breaks immersion, but all of Arma breaks immersion.
IceBreakr 19 May, 2020 @ 3:40pm 
Key missing, most of us playing with signatures enabled to avoid conflicts and CTDs. Any chance to add one to \keys folder, so it gets installed on dedicated automatically? Thank you.
Feint  [developer] 20 May, 2020 @ 8:04pm 
Originally posted by IceBreakr:
Key missing, most of us playing with signatures enabled to avoid conflicts and CTDs. Any chance to add one to \keys folder, so it gets installed on dedicated automatically? Thank you.
The key is not missing. Go to the description where it says Bikey and download it from there.
Placed `bout 8 Sharks and a Civilian as prey in the water , wanted to test the Aggresivity/Hunting Behaviour...The Fellas didnt attack..Can I ask how did you edit/change the Hunting behave..Is there an option in Editor like the Skill/Behavior ,where you can change the Hunting Behaviour...? I read that there is 10% at day and 20% at night that the Sharks get into hunting mode. ( would be a nice feature if you could adjust that )
Last edited by 𝕯𝖔𝖓 𝕯𝖔𝖇𝖊; 10 Dec, 2022 @ 10:14am
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