Arma 3
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O&T Expansion Eden
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64.440 MB
28 Nov, 2019 @ 8:01pm
5 Jul @ 4:42am
106 Change Notes ( view )

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O&T Expansion Eden

Description
This multifunctional mod adds new props, structures, scripted objects, Eden Editor functionality, equipment, weapons and vehicles; fixes/improvements of vanilla bugs, errors and issues in configuration or scripts!



Configuration & Scripts bug fixes:
Fixes common bugs present in vanilla Arma 3 making game was it supposed to be. Improvements include corrections to multiplayer ejection particles/sounds, glithed environmental audio, missed distant cluster ammo explosion sounds, echo audio glitch for some weapons, glitch shot audio with Mk20 & Katiba at the same time, and much more!

Eden Editor Assets:
Unveil hundreds of hidden and underutilized assets, making them accessible via the Eden Editor. From massive structures to intricate static ship components and varied decorative props — explore nearly 300+ new props for mission creation.
  • Large Structures: Castles, Hospital, Stadium, static Aircraft Carrier and Destroyer parts
  • Props: Civilian and Military Items, Decorative Objects and Furnitures.
  • Vegetation: Eden Editor placeable plant objects: clutters, bushes, trees, all range: Stratis, Altis, Tanoa, Malden 2035 and Livonia
  • Textures: Exclusive textures for Arma 3 missions will be available as separate objects in the editor that do not require additional actions from the author to apply them. Objects are separated by theme, several textures were often created for one theme, these textures can be selected manually via Object's Specific Attributes.
  • Animations: Animations are created for some objects: e.g. rotate or hide any part of the object. These animations will be available in the Object's Specific Attributes using a checkbox or slider.




Randomized objects (textures / animations):
To quickly find a class of object that applies a random texture or animation automatically, type into editor search bar "class random" or an equivalent in your language — Random

Object's Specific Attributes:
is Eden Editor menu that can be found on 2x LMB click on an object and scroll full down:


Equipment:
Expand your loadout with freshly added equipment:
  • Uniforms: 47 pieces: unused full ghillie suits, unused uniform textures, huge variation of civilian uniforms with new textures and models
  • Vests: 45 pieces: hydrator, retextured variations of bodyarmor, unused patrol carrier rig
  • Backpacks: 18 pieces: hydrator and hand gun holders as backpacs, un-scripted Self-Contained Breathing Apparatus and Combination Unit Respirator (the backpack-mask hoses animated without scripting), unused AAF and Black textures of Kitback
  • Headgears: 71 pieces: unused textures of caps, bandanas, panamas, CAST and LDF helmets, Bandana with Cap model, headset and de-headset variants of headgears and their retextures
  • Goggles & Masks: 13 pieces: Air Purifying Respirators without filters, retextured balaclavas, un-scripted Diving Goggles (goggles will visible even on land not naval only)





Expanded Weaponry:
Expand your loadout with freshly added gear:
  • Vermin SMG 9mm
  • Unit Throwable AT Mine
  • RPG-42 (Camo) and alternative launcher version with rangefinder - RPG-42 Mosafer A-1
  • Flashlights (Max): vanilla flashlights with enhanced performance simulating operation at maximum power
  • Optic: defective ACO SRS (Trijicon SRS), unused 4x reticle for DMS Shashka and HMG .50 Reflex Sight
  • Muzzle Attachments: 9mm and .45 ACP variants of unused Osprey sound suppressor (SilencerCo Osprey), hidden SIMCOM Adapter, unused texture for 5.8mm sound suppressor and some long unused silencer for 9mm and .45 ACP
  • Devices: unused model of CTRG Laser Designator (Laser Target Locator Module) and unused black texture for Compact NVG




Vehicles & Units:
Experience revamped Surface-to-Air turrets functioning as Surface-to-Surface Missile Launchers, To-108 Daryaal CSAT plane, drones AR-2 and AR-2 Plaka that are carrying and dropping exploding ammunition or setable mines.





Expanded Eden Editor Attributes:
Use Object's Special States (2x LMB) to toggle collision, attach map marker directly onto object, switch walkable objects to make interior sound FX for players. Use map Marker Style attributes to select new Brushes and Shape types. Customize Rain Parameters in Weather attributes.



Map Marker Overhaul:
Players, authors, and Game Masters (Zeus) alike can benefit from dozens of new Map Markers for their scenarios. That include hand drawn markers from Contact Expansion (First Contact campaign), new marker colors.


374 Comments
Nukedrabbit95 5 Jul @ 12:51pm 
No problem, thanks for replying so quickly!
Trager  [author] 5 Jul @ 4:53am 
@Nukedrabbit95, this fucked attribute deleted, expect no errors but old data need to delete manually in mission.sqm, sorry
All code block with RainParamsWork property need delete. It's safe if only delete the class with RainParamsWork, but just in case, make a backup of the .sqm file
Trager  [author] 4 Jul @ 4:53pm 
Oh sorry I merged wip attribute accidentally, gonna make hotfix ASAP
Nukedrabbit95 4 Jul @ 1:02pm 
Hi, I've found a very severe bug with the rain attributes, specifically RainParamsWork under CustomAttributes in the sqm, which appears when I open the weather attributes and save the file. There's the value class with a bunch of sub-classes Item0 to Item16 which each have a value key with stuff like value="15"; They're all fine the first time I save, but each time I edit a weather setting and save again the number of quotations around the value grows. After the second save, it becomes value="""15""", after the third save, value="""""""15""""""" after the fourth, value="""""""""""""""15""""""""""""""" after the fifth and so on. It keeps doubling until eventually the scenario file is gigabytes in size, it becomes extremely laggy to save, and reaches a point where it is too large for the game to open. This is happening with only O&T loaded, no other mods or DLC.

Do you have any insight into this?
Trager  [author] 3 Jul @ 2:35pm 
Clients and server needs to load this mod
ShadySauce26 3 Jul @ 2:05pm 
is this mod client side?
Trager  [author] 1 Jul @ 3:25pm 
@HappyGamerBVV
No remote controlled from pilot seat is the reason
Rebels differ from FIA in helmets and bodyarmor, I prefer to remove this minor faction because it is easy to create them manually and less factions in the editor menu
Trager  [author] 1 Jul @ 2:31pm 
@Roy
Seems I changed .bikey make sure your server update it
Roy 1 Jul @ 10:18am 
Hey @trager
Getting a signature failed check on our server when loading up with this mod. Can you check the keys again?
HappyGamerBVV 1 Jul @ 6:08am 
@Trager And why not? And one more thing: if you don't mind (or I just didn't understand the reason for their removal), bring back the Achanteros Rebels.