Arma 3
383 ratings
Paddle Mod
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Data Type: Mod
Mod Type: Boat, Mechanics, Sound
File Size
Posted
Updated
0.754 MB
Mar 19, 2017 @ 2:00pm
Mar 14 @ 10:46pm
9 Change Notes ( view )

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Paddle Mod

In 1 collection by Feint
FEINT'S ARMA 3 ADDONS & MODS
10 items
Description
This mod modifies most boats by giving them a killswitch for the engine and the ability to paddle the boat around silently. You can also use ropes with the boats for landmarking while swimming and as an anchor. The Zodiac-style boats receive improved maneuverability and engine power. You can also bury or camouflage the Zodiacs using bushes found nearby as well as use the ropes of the Zodiacs for towing.

IF YOU APPRECIATE THIS, BUY ME A BEER[www.paypal.com]

GENERAL FEATURES:
  • Paddle forward and backward
  • Paddle to a stop
  • Rotate the boat left or right
  • Paddle sideways when stopped
  • Kill switch for the motor
  • Increased rudder effectiveness (Zodiac only)
  • Increased engine power (Zodiac only)
  • Most boats have anchors added
  • Customizable keys via In-game key menu (Settings > Controls > Config Addons)

SPECIAL ZODIAC FEATURES
  • Bury the boat in soft surfaces like sand and dirt
  • Throw and retrieve ropes as driver
  • Shorten or lengthen ropes
  • Attach ropes to other boats
  • Pick up and move ropes to drag boat up onto land or through shallow water
  • Camouflage your CRRC with plants you pick up off the ground and attach to the boat and rotate
  • Move from driver seat to cargo seat and back (if empty) - this is a feature strangely missing in Vanilla zodiacs

CLASSNAMES MODIFIED:
FULL FUNCTIONS plus insideSoundCoef, rudderForceCoef, enginePower, thrustDelay, waterLinearDamping mods:
  • "Rescue_duck_base_F"
  • "I_C_Boat_Transport_01_F"
  • "I_G_Boat_Transport_01_F"
  • "I_Boat_Transport_01_F"
  • "B_Boat_Transport_01_F"
  • "O_Boat_Transport_01_F"
  • "O_T_Boat_Transport_01_F"
  • (basically all of the vanilla Zodiac CRRC-style boats)

LIMITED FUNCTIONS (can't throw rope bag, all other functions work):
  • "Boat_Armed_01_Base_F") or
  • "Boat_Civil_01_Base_F") or
  • "ASH_MKVSOC" and "rhsusf_mkvsoc"
  • "Boat_Transport_02_base_F"

VERY LIMITED FUNCTIONS (Killswitch, paddle to a stop, anchor only):
  • "SDV_01_base_F" (no anchor)
  • "sab_Boat_01_base_F"

INSTALLATION & USE:
  1. Subscribe on Steam
  2. Define the following keys in your game settings:
    Configure > Controls > Configure Addons > Paddle Mod
  3. Place a boat down in the editor, start the game, use the controls defined in step 2.

    Additional instructions here: https://feintgames.com/paddle-mod-intro/

Bikey:
Now included with download.

BI FORUMS LISTING:
https://forums.bistudio.com/forums/topic/169504-paddle-mod-released/

DISCLAIMER:
Any unauthorized modification of the released files is strictly prohibited without written permission by the author(s) except in the case of fair use for the purposes of learning. In those cases, the modified files can not be released to the public nor to private groups of individuals.

You are using these files at your own risk!
Author(s) of these files are not liable for any damage, loss of data or problems with saved games caused by usage of these files or discontinuation of their use. Use of these files is prohibited for any commercial purposes. This includes but is not limited to usage on monetized servers.


SUPPORT THE ARTS:
Throughout history, art has only been able to survive and flourish through the generous donations of those who consume that art. I greatly appreciate your kind donations in support of my work. Your gift helps offset my immense costs such as licensed sound files, software subsciptions and most of all time and effort. Consider supporting artists like myself by Donating Now. To do so, click below:

IF YOU APPRECIATE THIS, BUY ME A BEER[www.paypal.com]
Popular Discussions View All (3)
21
Oct 27, 2018 @ 6:41am
Paddle Mod Bugs Discussion
Feint
6
May 30, 2019 @ 8:54pm
Scripted solutions
Feint
1
Sep 11, 2017 @ 8:45pm
Paddle Mod - Permission
Adam Kadmon
< >
126 Comments
Kill3rCat [1st FORECON] Feb 18 @ 2:53pm 
Also, the towing doesn't seem to work reliably in MP, the rope seems to not exist on clients?
Kill3rCat [1st FORECON] Feb 18 @ 2:50pm 
For some reason the keybind isn't working to retrieve the rope. We can deploy it, and pull the rope around, but can't retrieve the rope.
Warhammer Actual Feb 11 @ 2:20pm 
Does this also need to be run server side ?
Gamer Word Feb 8 @ 8:59pm 
does this still work, i tried a couple of times but to no success
Hi, I'm Ben! Jul 31, 2021 @ 11:54am 
Check.
Feint  [author] Jul 31, 2021 @ 8:37am 
Oh, I thought it was an official tool from BI. If I only had one addon, it wouldnt be a big deal, but updating a dozen addons with this is a pain. And I don't like 99% of people having to download something they'll never use nor giving updates to 15k subs when only like 4 people want this. For now, just download it from the link above. Thanks for the info.
Hi, I'm Ben! Jul 30, 2021 @ 4:09pm 
Is it really more work, than uploading it to Google Drive instead of just copying it one time (if you don't check for the version) into a new folder? Just curious.
There should be a way where you can create a generic key for all your mods at once and use that one for each mod. On the other hand if you have a lot of mods, one key would enable all of them. Which wouldn't be what server admins would like I guess ^^;
Hi, I'm Ben! Jul 30, 2021 @ 4:03pm 
FASTER has a function for this. You setup workshop mods, download them. Then you can activate them in server profiles as server mods, general mods for everyone and dedicated mods for the headless client. There are buttons for key folder deletion (ignores a3.bikey of course) and automated bikey copy of those mods which are selected. It's a really great tool: https://github.com/Foxlider/FASTER

And for this I would love to have the bikey on board of the mod :)
Feint  [author] Jul 30, 2021 @ 3:16pm 
Yeah, I knew what you meant, which is why I asked for the folder structure. What program harvests the bikey automatically for the server? I've never heard of that. I'm trying to get to the bottom of this because I'm tired of people asking me to separately post it inside every addon which is an extra step and a pain in the ass for me at this point.
Hi, I'm Ben! Jul 29, 2021 @ 7:48am 
What I meant by that is that you update the mod with the included key in the modfolder. So everyone would get it automatically. Thank you for considering.
The structure goes like this:

@modname
|- addons
|-- pbo
|-- pbo
|-- ...
|- keys
|-- bikey
|-- bikey
|-- ...
|- optionals
|-- <optional pbos, used very rarely>


Hope this helps :)