Arma 3
Tanoa Tidesystem
99 Comments
LEE O C 5 Aug, 2023 @ 4:48pm 
how do i get to work in editor?
[C.S.F]Hexxyz 29 Jun, 2022 @ 3:23am 
Changing pbo file nothings happening
Pickle 19 Sep, 2021 @ 7:26pm 
how do i get this to work? im new to working mods
418Error 4 Sep, 2021 @ 6:53pm 
I made the same comment about boats on the Altis Tides mod. I can get them to work, if ace is not loaded (they do work with CBA_A3).
TeaRex  [author] 27 Jul, 2021 @ 11:54pm 
As of right now i see no way of fixing this, i will have a look for some fixes but no promises yet.
CaptainNonsense 25 Jul, 2021 @ 1:28pm 
@Niddo Glad im not the only seeing that. looks like a recent update broke the boats while using this mod. damn shame too as this mod adds a nice touch to missions on Tanoa. @TeaRex. any chance this could be fixed?
NicoleTheDodo 25 Jul, 2021 @ 7:59am 
there seems to be a problem with boats not being able to move with this mod on, is there any fix for this?
CaptainNonsense 11 Jul, 2021 @ 9:38am 
@TeaRex. Which config file is it? i only understand the basic functions of arma so im still getting used to all the lingo.
Jeans Peans Jr. 16 Jun, 2021 @ 1:19am 
Im not entirely sure on how to edit the .pbo files, because i dont know where they are
KDKitoy 16 May, 2021 @ 10:03am 
Hi! Great mod. Only issue I have with this is using boats which never move when I have this on. I'm certain this is the cause of the issue because when I have it turned off boats move fine. Any help would be much appreciated!
SASSY THE SASQUATCH 18 Mar, 2021 @ 12:21pm 
I also noticed this, I think if you give them godmode for a few seconds that it fixes that
TeaRex  [author] 18 Mar, 2021 @ 3:40am 
@Troxin, if they're drowning try to place them on higher terrain, otherwise I have no idea how tides could kill your AI.
Troxin 17 Mar, 2021 @ 8:23am 
Nice mod, good work.

I only have the problem that some times my player or AI dies at the mission start at higher tides? is there some way to fix/prevent this? Am I doing something wrong?
TeaRex  [author] 10 Jan, 2021 @ 11:06am 
I did not experiment with the limitations so you'd have to try that yourself aparently, sorry.

Greetings
SASSY THE SASQUATCH 10 Jan, 2021 @ 5:43am 
Okay TeaRex, thanks for clarifying. is there also a possibility that the tides start 'normal' and then gets completely flooded? I tried with MaxTide=1000, it's completly flooded then but it doesn't go all the way back down... Thanks for helping :)
TeaRex  [author] 15 Dec, 2020 @ 11:28am 
@GolovaRaoul You can either provide the mod to all players with the settings preset or you'll let them change it themselves. First option is recommended because you could validate the their files with serverkeys to ensure everybody has the right settings.
SASSY THE SASQUATCH 12 Dec, 2020 @ 4:29pm 
Hi, I'm not sure if this has been asked already, but I want to create a MP mission where the whole island floods. I understand that all players need this mod, but how can I force everyone to have "MaxTide = 100"? Do they all have to manually edit the mod config file? Many thanks for reaction :)
TeaRex  [author] 25 Nov, 2020 @ 12:27pm 
@Frosted Vert It should work, yes.
Yo Gabba Gabba! 24 Nov, 2020 @ 6:36pm 
Can I just load this up and have it work automatically during the singleplayer campaigns?
TeaRex  [author] 12 Nov, 2020 @ 9:47am 
@bijx The mod needs to be run clientside, therefore you must change the values for everyone.
bijx 11 Nov, 2020 @ 1:43pm 
I believe I figured out how to modify the config.cpp to change water levels. If I want to be able to use this on a dedicated server so that the mission has the same flood level for everyone, do I have to modify the config.cpp for the server only, or does everyone else also have to have the same values?
stewfly92 27 Jul, 2020 @ 2:42pm 
thanks , very helpful. practicing sailing with nassau 1715 mod. would like to simulate some gnarly seas.
TeaRex  [author] 27 Jul, 2020 @ 3:40am 
@stewfly92 , try to edit the config file as described in the description and add these https://hastebin.com/ekeqenatof.ini values below the MaxTide setting. This will increase the maximum possible height of waves on the map. Play around with these values to find your perfect waves. Dont forget to also set the current wave height in the editor or via script ( https://community.bistudio.com/wiki/setWaves ). Have a great Monday!
stewfly92 27 Jul, 2020 @ 12:49am 
awesome mods, just wondering if there is a way to create huge waves, bigger than max default waves.? do you think you can help me with this?
Comrade Panzerfaust 9 Sep, 2019 @ 2:45pm 
Nice! Thanks for the help!
TeaRex  [author] 9 Sep, 2019 @ 3:37am 
If needed, you can easily create your own serverkeys with the arma3 tools and I recommend you to do this if you want a 100% secure server. This mod only enables tides, there is no change of the color of any water by this mod.
Comrade Panzerfaust 8 Sep, 2019 @ 6:35pm 
Also, the seawater seems to be strangely blue can I switch that back to normal Tanoa seawater? thx!
Comrade Panzerfaust 8 Sep, 2019 @ 6:17pm 
Hey, I think somehow the key is invalid, do you mind to update a new valid key for this nice mod?
DoG 12 Mar, 2018 @ 10:14am 
Great stuff!
Stevie 10 Mar, 2018 @ 7:20pm 
It won't save my changes to the min/max tide and it is upsetting me. It keeps changing everytime I click save and then exit the notepad it just resets.
SSG Anhor 1 Mar, 2018 @ 1:14pm 
Hi Nico, kann es sein das du min und max vertauscht hast? Auf unserem Server, der in Realtime (Standortzeit = Serverzeit / 24 Std.) läuft, ist es nämlich IMMER Ebbe. Sollten die default Einstellungen nicht MinTide = -6.5 (6,5 Meter unter Normal) und MaxTide = 1 (1 Meter über Normal) lauten?
ビン龍聡 24 Jan, 2018 @ 3:22am 
because that takes a lot of work etc. Its already a good mod, so stop complaining. If you're really desperate or actually wanting to use the mod in a module style, go make it yourself. Stop expecting others to just make it for you...
ᛣ Munin ᛉ 22 Jan, 2018 @ 7:16am 
why can you not just make this simpler. like a module to use in zeus. I wanna do a zeus mission were there is a flood and stuff... but I don't wanna create an entirely new mission for that.
TeaRex  [author] 2 Oct, 2017 @ 5:35pm 
Yes, but you need to change the "requiredAddons[]" and the class under CfgWorlds for your Map
DeathRoams 2 Oct, 2017 @ 5:29pm 
Can any of your tide system be used in modded maps?
LimeyPolo 12 Sep, 2017 @ 1:12am 
Along with other advanced environemntal emulations (dynamic weather, electrical grid, train simulator), I'd say this is impressive equally so!
maestro2017x 27 Jul, 2017 @ 3:52am 
the games it's good
heartc 19 Jul, 2017 @ 7:56pm 
"Tide goes in, tide goes out, you can't explain that!"

Gangsters pulled a cheap one on the Ol' Boy though.
PinkFluffyUnicorn 17 Jul, 2017 @ 10:49am 
Where can i set the Values for the height of the Water?
Limun 6 Jul, 2017 @ 6:11am 
I tried to contact u via friend request due to the mod not working but it didnt work what should i do now? get this error File tanoa_tides\config.cpp, line 32: '.': ',' encountered instead of '='
M3CNoodles 3 Jul, 2017 @ 10:02pm 
@nocnico how do i change how low the water goes or how high the water goes
TeaRex  [author] 3 Jul, 2017 @ 7:04am 
Just Subscribe and enable it in your launcher
M3CNoodles 2 Jul, 2017 @ 5:21pm 
how do i use this mod
Jakes 30 Jun, 2017 @ 10:05am 
cool thx
TeaRex  [author] 30 Jun, 2017 @ 9:16am 
@Jakes, of course but your players need to have this mod too
Jakes 30 Jun, 2017 @ 1:07am 
@nocnico Can this mod be used on as MP dedi server?
TeaRex  [author] 23 Jun, 2017 @ 3:54pm 
Just load it, it's not that hard ^^
Rakesh 6 May, 2017 @ 2:34pm 
How do i use this mod? Can you make a tutorial video please!
A can of BeanZ 6 May, 2017 @ 10:43am 
Yeap, thanks. Read that somewhere aswell.
Didnt know it was at the 16th already.
Great mod idea tho, cant beleve how much it changes the look and feel of Tanoa. Like a brand new map.
TeaRex  [author] 6 May, 2017 @ 9:50am 
@A_can_of_Beans, thanks for the feedback, as far as I know, Bohemia Interactive is implementing the Tidesystem into default Arma3 which means that those listed bugs should no longer be a problem after 16th May. You can already test it in Dev Branch.