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setWaterLevel
Reviewed, WishlistPublic

Description

In the interest if making missions that either involve a rise in sea level or flooding, the setWaterLevel scripting command would be useful. The command would obviously have to be JIP compatible and Global.

A getWaterLevel command would be needed as well to compliment this new command.

Details

Legacy ID
861930479
Severity
None
Resolution
Open
Reproducibility
Have Not Tried
Category
Scripting
Additional Information

Event Timeline

ProGamer edited Additional Information. (Show Details)
ProGamer set Category to Scripting.
ProGamer set Reproducibility to Have Not Tried.
ProGamer set Severity to None.
ProGamer set Resolution to Open.
ProGamer set Legacy ID to 861930479.May 7 2016, 5:27 PM

I like this idea. BIS, remember the salt flats? In real life, that fills up. Why not have this instance in the weather feature, but not too extreme. Maybe you can raise the water level, ONLY enough to fill the salt flats.

+1 Up-Voted

Bohemia added a subscriber: Bohemia.May 7 2016, 5:27 PM

I need this too. Up voted.

rogerx added a comment.Jan 1 2014, 6:59 AM

Well, this might destroy some vehicles just sitting around. (ie. Vehicles in the water, either self destruct and sometimes are not designed to respawn.)

If they did their programming correctly, then weather and other factors should be easily modifiable within the future. (Hey, it is coded in C++ after all, so we shouldn't expect it was coded with an open mind. ;-)

@rogerx what are you talking about? The mission maker would design things in knowing they are using the scripting command.

Will need getWaterLevel command too.

ProGamer: LOL. But not really as I elect to read some code and see the problems some easily forget to fore think of.

@rogerx Can you explain what you are talking about? I think I may be misunderstanding what what you mean.

rogerx added a comment.Jan 2 2014, 4:42 AM

I'm poking fun at the fact some programmers do not take into account for future features or modifications, and just hack something together because it works.

Now for this feature request, the programmers would have had to account for a modifiable or exportable "WaterLevel" variable. I suspect they did, and should be an easy to further implement. (ie. There probably already is a global variable for water level, as well as wave heights, ...) But having to request this simple feature here, more or less has me puzzled. Because with insight into programming, one would think it's so simple, why isn't this already exported (or exploited) via scripting?

just a little issue that needs to be adressed if such a command is created:
currently if you modify at the config level the level of water, the ambiant sound does not follow accordingly (you still hear the dry land ambiant sound in the flooded areas, i.e? the wind, cicadas ect.). See the following issue:
http://feedback.arma3.com/view.php?id=15576

koriaba added a subscriber: koriaba.May 7 2016, 5:27 PM

+1
gorgeous mod! to distract from the Epoch)

+1
Should have this now that water is a big thing on arma :)

xydra added a subscriber: xydra.Sep 29 2016, 2:36 PM

any chance for this to be added in future?

Agreed, the new environment can generate some highland lakes

dedmen added a subscriber: dedmen.Sep 5 2024, 10:39 AM

The engine is just not built to have water level change on the fly. Many things would break and not work correctly.
Adding the command itself, and pushing up the water level is easy. And then you have AI flying helicopters under water.

not every mod in arma uses ai, could be interesting having the chance to rise or lower the water height.