Arma 3
Sharks - Apex Species
290 Comments
Feint  [author] Mar 19 @ 9:22pm 
I think they are in Arma Reforger. I just saw that today myself.
HexagramCheng Mar 15 @ 8:51am 
Bohemia released a trailer saying Sharks are in the vanilla game? Maybe I haven't spent enough time underwater, but I am downloading these good sharkies. Thanks.
nateyolo98 Aug 2, 2024 @ 12:06pm 
it be cool if there was a jaws mod
Hannibal Oct 19, 2023 @ 12:45pm 
Such a great fun addition. Just adds a little flavour to arma
Feint  [author] Dec 10, 2022 @ 12:04pm 
Thanks! I'm so glad you like it. It was a lot of work to create.
𝔇𝔬𝔫 𝔇𝔬𝔟𝔢 Dec 10, 2022 @ 10:12am 
The Shark Mod is Great ,as a Diver its so enjoying to swim with the Fellas and just watch them in their mode °° Greets °°
Roadhouse699 Jul 2, 2022 @ 3:40pm 
I've always had a soft spot for sharks. They're the good boys of the ocean.
Feint  [author] Sep 11, 2021 @ 9:20am 
Depends on the map. Some map makers use ocean water for all water, including pools and rivers. If that's the case, then it will float in the water. But then you have to make sure the pool walls have collision. Otherwise, it will swim through the walls of the pool. If the map maker used a pond object as the pool's water surface, I have no idea if it will work or not. I never play tested that.
Berniemac Sep 10, 2021 @ 5:27am 
can i put them in a pool or will they phase through the wall and break free into the ocean? love this mod either way just curious lol
Shy Oct 8, 2020 @ 8:51am 
Thanks :steamhappy:
Feint  [author] Oct 7, 2020 @ 5:19pm 
With the animal modules, I believe.
Shy Oct 4, 2020 @ 2:32pm 
is there anyway to spawn these sharks in the zeus editor?
Feint  [author] Sep 26, 2020 @ 11:00pm 
Sorry, this might not work well on dedicated servers.
Joker Sep 21, 2020 @ 9:57am 
Hi, firstly I love the mod, they look and move great and give a lot to the atmosphere when underwater. I tested a lot in single player and they were exactly what I was looking for but when I tried it on a dedicated server they would spawn but would just continually swim off in the direction they spawned in without turning or hunting.
I can't find anything on the dedicated server that would inhibit them normally and was wondering if anyone else had encountered this or knows why this could be happening so if the problem is on my end I can get it fixed. Thank You.
Chris Jul 26, 2020 @ 12:32pm 
ok cheers @Feint
Feint  [author] Jul 25, 2020 @ 5:37pm 
Try it. But test. Most of my testing has been done in SP.
Chris Jul 25, 2020 @ 5:49am 
Is it possible to add these sharks to my Exile Server or are they just for single player missions?
Feint  [author] Jul 13, 2020 @ 11:16pm 
No. Instructions are in the description.
G.Mitchell Jul 12, 2020 @ 5:49pm 
do they auto spawn?
Feint  [author] Jul 9, 2020 @ 7:16pm 
Thanks bijx. I appreciate the kind words.
bijx Jul 8, 2020 @ 9:43pm 
I'm a big fan of mods like this that expand the atmosphere of the Arma world more than just the combat. The mod is clean, light, and you even put links out to support shark conservation! 10/10 mod development, really appreciate the effort put into increasing the variety of mods available to the community.
LixLix May 20, 2020 @ 9:15pm 
ok
stewfly92 May 20, 2020 @ 8:07pm 
thanks for that exciting news
Feint  [author] May 20, 2020 @ 8:00pm 
Stay tuned. Someone I know is working on a similar addon.
stewfly92 May 18, 2020 @ 11:10am 
is it possible to get whales?. thanks for the modding. love the sharks.
LixLix May 16, 2020 @ 9:10am 
ok
Feint  [author] May 16, 2020 @ 8:50am 
If the server is not monetized, then yes you can use it. If the server is monetized, contact me directly through my website www.feintgames.com for licensing.
LixLix May 15, 2020 @ 11:25am 
Can is use this on my life server?
IceBreakr May 4, 2020 @ 2:25pm 
Dude, can you add bikey to the collection under \keys they get installed automatically to servers.
Feint  [author] Sep 27, 2019 @ 1:31pm 
It's Arma's weird AI. I can't get them to not swim into shallow water, hence the script I wrote that teleports them if they swim up and out of the water. If you don't want them to swim into shallow water, I would avoid placing them close to shore.
Richey Sep 23, 2019 @ 2:51pm 
when the sharks tp back into deeper water, can you make it to where they swim in a random direction, ive found the sharks just swim in one direction if they are teleported back
UW Aug 13, 2019 @ 2:29pm 
Legend. Thanks for the really quick update!
Feint  [author] Aug 11, 2019 @ 7:03pm 
@UW Thanks for the heads up. Just fixed it.
@BohemiaInteractive: Thanks for modifying how waitUntil works which I've probably use in every one of my mods and addons. Ugh.
UW Aug 10, 2019 @ 3:55am 
Hey man. The depthControl.sqf is throwing errors now (waitUntil returned nil. True or False expected), any chance you could take a look at it?
Koala Jul 17, 2019 @ 9:29pm 
Thanks mate!
Feint  [author] Jul 17, 2019 @ 8:25pm 
Thanks a lot Koala. I saw the Sea Shepherd in San Diego last time I was there. Good luck with your navigation studies!
Koala Jul 15, 2019 @ 12:30am 
Holy shit, this is absolutely quality, I'm growing up to be a navigations officer hopefully for the Sea Shepherd organisation and I fucking love this, thank you so much for making this because its fucking amazing!!!
Isaac is a Nerd May 2, 2019 @ 5:14pm 
Hey bro is there any way you can dynamic respawn the shark?

I am fat and lazy to put manual sharks every where LOL
Feint  [author] Feb 26, 2019 @ 7:40pm 
Sounds pretty awesome. Post a video.
Johnnyboy Feb 26, 2019 @ 7:33pm 
Thanks man. I have a fish school script that I haven't released yet where I attach fish to an object and move the object via setVelocity through a path. With this technique I have them swimming through windows of trawlers or circling a wreck. It is doable! I appreciate your help.
Feint  [author] Feb 26, 2019 @ 6:43pm 
The shark uses AI to move around. Even though I can get the shark to go to a target that it is hunting, I doubt it could move through any specific course because the waypoints act more like suggestions for the AI to go to. And because of the way the shark moves, it's not very specific.
It's good that the ocean is so large. It needs a lot of space to turn and even then I've set it so that it does not turn very sharply so that it looks more realistic (since the spine can not move). Also, it can't jump/breach, unfortunately. The swimming behavior doesn't allow for that kind of movement and there's no real physics based motion. It's either actively moving forward or it's at a complete stop. However, not one to discourage creativity, I'll see what I can do so that you can experiment.
Johnnyboy Feb 25, 2019 @ 10:18am 
Hi Feint. I looked at the hunting script, and would love it if you made one small change. Change this line:

if !(alive _sharky) exitWith

to:

if !(alive _sharky or (_sharky getVariable ["SHARKY_HuntingDisabled", false])) exitWith

By default, your sharks would hunt as normal. But if a mission maker sets that new variable to true, then hunting script would exit. This would then allow full scripting control of shark by the mission maker. I can then make him jump, swim through a fish wreck, attack a specific target, etc. What do you think?
Johnnyboy Feb 19, 2019 @ 9:55pm 
Thanks Feint, no hurry.
Feint  [author] Feb 19, 2019 @ 6:41pm 
Thanks man. I'll see what I can do. I think it's relatively easy to put a variable check in the huntingBehavior.sqf loop to see if a variable has been assigned to the shark to specifically target an object. I'll have to do a bit of play testing to see if this is working. No promises, but I'll try to do it this weekend.
Johnnyboy Feb 19, 2019 @ 3:12pm 
[continued post] I looked at your init and hunting scripts and they are very clean and well written.

Here's a link to my spear gun script. I can change this to attach spears to sharks when they are hit. I see we had the same ideas for sinking and bleeding fish btw.
https://steamcommunity.com/sharedfiles/filedetails/?id=1624183034

Thanks again for this great mod!
Johnnyboy Feb 19, 2019 @ 3:12pm 
Hi Feint, this is johnnyboy (creator of JBOY Dog, and more recently JBOY Speargun). I love your shark mod, and how you made it mimic real life shark behavior. But for specific mission needs it would be awesome if you could modify it so a mission designer can setVariable the shark's target. Your default hunting script would sense if this variable set for the shark, and switch to this target. We can then create shark attack cut-scenes, and triggered attacks on fish or humans.

If that is too much trouble for you, then maybe you could add a simple variable for the shark to disable hunting. The hunting script would then simply exit if this variable is set. Mission designer could then run his own hunting or movement script to suit his needs (this would open up the shark for maximum usability). I can envision shark schools, sharks swimming a designated path (thru tunnel, or wreck), jumping, sharks attracted to blood, and more. (I have a fish school script ready to go!)
Feint  [author] Dec 15, 2018 @ 6:17pm 
LOL, well to do that I would have to remodel the shark to incorporate proxies for AI or people. Then I'd have to implement some kind of control scheme and ensure that the people won't drown. Then I have to create the animations for idle, moving forward, turbo forward, steering, etc., then figure out how to disable moving backward and stopping, etc, in addition to a hundred other things. So you can see my solution really is just a way of avoiding all of that work. Haha.
Baloo Dec 15, 2018 @ 4:31am 
Yea am aware of arma behaviour can be a bi### sometimes, still good work tho.

What if you completely disabled the fish behaviour converted it into a sub whit crew but autonomus like the the darter.
I know it sounds tricky an all but if that could work it would ofcourse disable the entire purpose you are trying to display, you will then have a full blown attack shark :P
Feint  [author] Dec 14, 2018 @ 9:21pm 
Shallow water behavior is pretty difficult for all fish. Even BI has trouble with it. The shark has a tendency to snap into the ground if it gets too close, and then it can't escape being trapped under the ground. So I have a script to pop the shark up above the ground if that happens. Also, the shark has a tentency to swim toward any water, even if I set waypoints only in deeper water. There's still a route to follow that's set by the native shark swimming behavior that sometimes brings them into shallow water depending on the map. If it goes too shallow, the shark will just get deleted automatically by the game. So a workaround is to have the shark magically respawn to deeper water. It breaks immersion, but it's Arma.