Arma 3
HelpMe Mod
175 Comments
Machine Gun Kelly  [author] 23 Jul @ 2:28pm 
@ChaseTheMoney - Depends on how the server is configured.

If the server is like 99% of the public servers, you will be 'caught' as the server will not have the key installed.


No Server Key Installed = No Join = Kicked

This is no different if you tried to join a default ARMA server with CUP or RHS loaded. Whoops! You're kicked...the end!



While there ARE 'cheats' in the mod, not all items ARE true cheats. This mod no way tries to 'trick or fool' any server.



This is NOT a 'MP Cheat/Trainer' mod. It CAN be used on a server, IF THE KEY IS INSTALLED.


The server is REQUIRED to have the key installed on the server if properly configured.


:)
ChaseTheMoney 23 Jul @ 11:48am 
would this pop up on MP servers when used
Machine Gun Kelly  [author] 13 Jun @ 9:21pm 
@jaffa - Thank you very much. I am glad that you have found it to 'enhance' your game play!

It should work with all other missions/campaigns too.

There is a lot there for you to find...and use! ;)


Thanks again!

:)
jaffa 13 Jun @ 10:07am 
I had some issues figuring out where the menu was at first because I am new to Arma but this is really fun. Playing with the dynamic recon ops mod. Being able to spawn vehicles easily makes this way more accessible. Been trying to get into this game for a while and this has helped a lot. Thank you!!
Machine Gun Kelly  [author] 5 Jun @ 4:37pm 
@DiviAugusti - I hope that 'trick' works for ya and you more than welcome!

:)
DiviAugusti 5 Jun @ 9:41am 
Thank you!
Machine Gun Kelly  [author] 5 Jun @ 9:24am 
@DiviAugusti - Ahh..that is better answer! It IS a mod causing this. Some dev thought that HIS 'action menu' is above all others, so he 'removed' all others. This happen to some armor mod for men. That has been the only case of this. It is detailed in the forum somewhere back in time... ;)

There is a POSSIBLE fix for this:

SOME mod change things at start ONLY, while other create 'loops' to ensure those changes are mantianined.

SO...what you can try is to use the ALT-HOME (NOT the number-pad HOME/7 key). This 'reloads' the menu itself. By doing this, it may 'bring it back. Should, but I ran into one case where I could not override mission stuff. Mission is #1, mods are #2.

Give it a try! Either it will work or won't!

:)
DiviAugusti 4 Jun @ 9:11pm 
Thanks for the response I dont remember writing this mod (brain damage from all the modding) but it seems like some mods/scenario cause it to not load into the action menu idk why it does that but thank you
Machine Gun Kelly  [author] 4 Jun @ 8:36pm 
@DiviAugusti - The 'load issue' is not a part of this mod. Even as you said, it works with MOST. And to be honest with you, you are the first to have ever mentioned such.


SO...I am willing to bet you have some mod conflict and this is beyond my control

OR

You THINK you're loading it in, but really are not. (I HAVE seen this happen before! Whoops!)


Its one or the other! ;)


Bout the best I can do for you ...sorry!

:)
DiviAugusti 1 Jun @ 6:37am 
hey there is this issue, it does not load in some scenarios idk if my game is too heavily moded or what is causing the problems
Machine Gun Kelly  [author] 30 May @ 9:41am 
@Rhya - You can not. This was written 20+ years ago and things that are able to be spawned in, are 'hard coded'.

I extract no data from any mod concerning anything. The units that you can spawn in, are the standard ARMA units, with the exception of some vehicles, which are denoted by a 'M#' beside that option. The number denoting that mod.

You CAN 'drop to the console' and spawn them in that way.

See: https://www.reddit.com/r/armadev/comments/1z8xph/spawning_units_for_dummies/


Sorry about not able to do this for ya!

:(
Rhya 29 May @ 2:28pm 
how do I spawn modded units/reinforcements?
Machine Gun Kelly  [author] 4 May @ 3:55pm 
@Rad_Radiation - Sure! Go to the 'FAQ For The HelpMe Mod'. Your answer awaits you there!

:)
Rad_Radiation 4 May @ 12:45pm 
anyone know why the menu disappears when u die
Machine Gun Kelly  [author] 17 Apr @ 8:31am 
@mauscraft.mc - Sorry, it is 'hard coded'.

When this was wrote 20+ years ago, it was only for me. And I could care less about how I got 'there or back'. Also, to choose such, to be honest, is beyond my skill set as I would have to scan every mod you had installed and 'find' all helis, and I have seen such on other missions...it can take 3-5 minutes to scan your mods...Yuk...so I stuck what WILL work as well what will work with everybody.

'Quick and easy'!


YES, it WOULD BE NICE to select stuff...that 'method' is 'unknown to me'. If this was a product that was being sold, MANY THINGS would be different.... ;)

I wrote this 20+ years ago for me, not the general public.

BUT, you CAN 'take apart the mod' and replace the heli model yourself, re-PBO it and there ya go!

HelpMe -> SupportMenu -> BluFor -> LittleBird-Trans.Sqs
HelpMe -> SupportMenu -> CSAT -> LittleBird-Trans.Sqs
HelpMe -> SupportMenu -> IndFor -> LittleBird-Trans.Sqs


Wish I could help more!

:)
MausCraft 16 Apr @ 1:07pm 
Hey i was wondering is there a way to change which helicopters i can use as a "Cab Service" from Mods or just vanila Helis
Machine Gun Kelly  [author] 17 Jan @ 7:52am 
@Kougaku Ren - So you know, I ALSO have the SAME ISSUE AS YOU DO! Planes. jets, drones. helis, etc. :(

I had major issues even doing the 'demo jet mission' where you go blow up things. Could not find them, rather I could not SEE THEM! ;)

This is an ARMA ENGINE PROBLEM! :(


There are 3 things that MIGHT help you:

#1 - Use thermals/IR and NOT 'daytime vision'.

#2 - Get/use an 'upgrade' mod.
Google, WITH QUOTES:
(You can add 'steam' to the end if you wished: example: "arma 3" ir mod steam)
"arma 3" ir mod
"arma 3" nvg mod
"arma 3" thermal mod

#3 - Use a 'reshader' for ARMA (a reshader just changes the COLORS and NOTHING ELSE. ARMA says it is 'blue', sends it off, reshader 'catches it', then it changes the 'blue' into 'green'.

ARMA reshader mod (HAVE NOT USED ANY!!! USE AT YOUR OWN RISK!):
https://www.nexusmods.com/arma3/mods/57

Or google WITH QUOTES: "arma 3" reshader

A PROPER working reshader will NOT 'mess up' ANY ARMA FILES/SETTINGS!

:)
Machine Gun Kelly  [author] 17 Jan @ 7:38am 
@Kougaku Ren - Hello again! :)

Question: Is there a 'built-in marker system'?
Answer: No, except for the 'reveal units feature' which updates every 30 seconds.


2 Solutions For You:

#1 -
MANUALLY mark them on a map. Takes a little bit of time, it is not that bad.

#2 -

Spawn a drone in air (anywhere on the map, just not too close to target area)
Give it 'god mode' [ Vehicle -> Toggle God Mode For All Drones ]
Fly it to that area and have it circle! (I use an 800m radius)

Enemies will be spotted and marked; drone can not be shot down nor run out of fuel... ;)



PERSONALLY, I use #2, as it will not only mark them, it will track them too. So if they move, the marker is updated.

The drone I use for this is:
'Warhead's AC130 Drone' - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1895758017
(Unreal, but FUN!)

This will do what you want AND if you wanted to 'kick some butt', this drone will DECIMATE the enemy!

Hopes this helps ya!

:)
Artyom Kinzouya 16 Jan @ 9:09am 
Hello, I was looking at more options of the mod and being able to see the units on the map is great, it is useful for ambushes and planning attack routes.
Although, is there a way to mark enemies on the screen?
I am currently dedicating myself as a pilot to doing CAS and the truth is that it is very difficult for me to find the enemies with the plane's camera.
Machine Gun Kelly  [author] 10 Jan @ 6:19pm 
@Kougaku Ren - You're more than welcome! :)

There IS something you CAN do! EXAMPLE:

Let's say there are '10 things' you can turn off/on. When you set it to 'Veteran' mode, you 'turn on' all 10 things. The next lower skill setting is the 'Chicken' mode... ;)

Let's also say the 'I hate Kougaku Ren' setting is #9.

The 'Chicken' mode has 4 of 10 'turned on'. So, you go in and 'turn on' ALL of them EXCEPT #9.

There ya go! This SHOULD work. If not, you SHOULD be able to set/modify/create a config file that will override the game settings.

Either WILL FIX YOUR ISSUE!

Any other issues, if I can help, I shall! Does NOT have to be about my mod either. See, YOU ARE ASKING. This denotes one who wishes to improve and is open to 'knowledge and wisdom'. Fools just run their mouths and argue.

I like to help those LIKE YOU! And so do other too! Having and using manners and having a 'humbled' attitude go a LONG WAY IN LIFE!

'Live long and prosper'

:)
Artyom Kinzouya 10 Jan @ 6:36am 
Hello, I tried it on the server and you are right, being configured in veteran forces you to remain in first person, when using the mod and trying to go to third person a loop is formed between first and third person
Thanks for answering my questions :)
Machine Gun Kelly  [author] 10 Jan @ 6:04am 
@Kougaku Ren - Yes/No. ;)

It depends on HOW this is implemented. There IS a option for this under 'Look/Target Options' --> 'Switch Locked Views Menu'

IF it is just a 'one time' setting, this command WILL work.

HOWEVER, if the mission 'sets it over and over', then this will NOT work.

Mission stuff comes BEFORE script stuff.

So, the mission will ALWAYS OVERRIDE THIS.

If it is YOUR server, why do you even have it disabled to start with? It is NOT off 'by default'. YOU MUST enable/disable such via settings, scripts, etc.

There ARE some missions that DO disable 3rd person views and the mission will override my mod. To MY knowledge, this can not be 'gotten around' easily, if at all.

I would just remove this setting from your server and 'be done with it'!

There are many web pages on how to do this. Seems to be a Player/Server difficulty setting.

Ask more if you like! And no bother on this question either! :)

Good luck!

:)
Artyom Kinzouya 9 Jan @ 8:59pm 
Hello, it's me again.
Question: Is there a way to enable 3rd person view even though it is blocked on a server? I have a server and I'm doing flight tests, but I don't want to have to activate and remove the 3rd person view every time I enter the game in the server settings.
Machine Gun Kelly  [author] 4 Jan @ 7:37am 
@Kougaku Ren - You're more than welcome and I glad you like it! :)

And that option...well..heheehe...you are SORTA a ghost! ;) I know, you can still die from a random bullet or explosion.... ;)

If you have anymore questions, let me know!

Thanks again!

:)
Artyom Kinzouya 1 Jan @ 11:00am 
oohhh that's it, so what did that mean, I thought it was to become invisible, thanks for the clarification. The truth is that I have been using this mod since I found it, it is my favorite mod
Machine Gun Kelly  [author] 1 Jan @ 8:13am 
@Kougaku Ren - Shame be upon you! ;)

It is ALREADY THERE! ;)

Under 'Player Menu' -> "Turn Ghost *OFF/ON*'

And it DOES use the 'captive' command too! Good job on knowing that! :)

So you do not need to 'bother' with Zeus. HOWEVER, you CAN access Zeus from the menu too, if needed. (I am NOT a 'Zeus Expert'),

It also can be found in the 'Players Menu'.... :)

Thanks for the input and feedback!

:)
Artyom Kinzouya 31 Dec, 2024 @ 10:32pm 
You know what else could be good, adding an option so that the AI ​​does not consider you hostile, like the command player setcaptive true
I know that this could be added from Zeus but there is not always the option to access your character's init
Machine Gun Kelly  [author] 19 Dec, 2024 @ 7:41am 
@Kougaku Ren - Thank you for your thoughts. I have thought about this too, except for the 'cruise missiles'.

This is something that I will most likely never do....BUT, if you go to Google and type in: arma bullet tracing

There are many returns on how to do such. This was even shown being done, where it was shown how bullets go thru different materials.

See: https://www.youtube.com/watch?v=cix07R1vlhI (By dslyecxi)

Outside of the Google returns, I am afraid I will not be able to help any further... :(

Sorry

:(
Artyom Kinzouya 18 Dec, 2024 @ 9:38pm 
The mod is really cool, although I'm wondering if there's a possibility of adding bullet path tracing
Machine Gun Kelly  [author] 29 Nov, 2024 @ 1:33pm 
@Refriendless - Yeah, this is an 'age old issue' within ARMA. Truth be told, this 'issue' is in OTHER games too, such as Skyrim. The 'new' version might not have this, but the original version are just like ARMA.

Gotta load ALL mods at start of game, if not...oh well! ;)

My mod just 'kick starts' the SCRIPT based mods to 'work again' from a save by me.

There MIGHT be some script in the 'asset' mod that will init the gear...never 'took apart' CUP, RHS, etc. Just thinking... ;)

Regardless, good luck with it all!

:)
]\/[ /-\ ]\] /-\ 18 Nov, 2024 @ 12:01pm 
@MGK Interesting find! Doubtful I'm of any mind to start my own project against this lack thereof, as it's likely a niche issue that's accepted in the same vain of our beloved term of "Being/getting ARMA'd" xD and the lack of these issues for sandbox use in 3den or on a proper MP server.

Ironically, CUP/RHS , OPTRE, etc. anything that adds custom entities/equipment/etc. is to a T my biggest grievance with what I'm doing.
However, very doubtful Bohemia ever thought players would try to actively sandbox programmed missions/scenarios in SP, since the Zeus feature allows all the sandbox fun anyone could ever want for live mission creation/adaptation in multiplayer; no doubt where it shines the most, and 3den itself literally allowing you to build your own experiences how you want them.
]\/[ /-\ ]\] /-\ 18 Nov, 2024 @ 12:01pm 
- and I know negative nothing about code in Arma, let alone many of the games I play. xP
Machine Gun Kelly  [author] 18 Nov, 2024 @ 11:38am 
@Refriendless - You're more than welcome. I am the type of person that as long as someone is trying, I will do what I can to help them.

Yeah, I wished there was something too.

HOWEVER, you can do what I did. Take apart those mods and find the file it runs at startup. Note path/file name.

After you completed this 'list', just make a script that runs those 'startup files'. Of course, you will have to create a mod to do this, OR, you will have to put this script in EVERY mission (which means de-PBO) them.

While I have not personally tried this, you MIGHT be able to put that script inside the core ARMA folders and it will work. ARMA has most folders 'locked away' due to cheating/wrong mods/etc.
Machine Gun Kelly  [author] 18 Nov, 2024 @ 11:38am 
As an example, in the Mag Repack mod I use, it does not 'work' on a saved reload. Is this an ARMA issue or a MOD issue? Beats me! All I know is it no longer works. I SUSPECT it is the mod's fault.

So, I took apart the mod/script and by JUST READING the SQF's files, I saw that one file was run at startup. Got that name, tried it and BAM! It works.

This is all you have to do.

So I copied that line from the mod and put it into mine. You can ALSO just put it into the console as well.

That line?

magrepack = execvm "outlw_magRepack\MagRepack_init.Sqf";
Machine Gun Kelly  [author] 18 Nov, 2024 @ 11:37am 
[ magrepack = execvm "outlw_magRepack\MagRepack_init.Sqf"; ]

Mod Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2111247662

I run that and BAM! This mod is now 'working'.


This is all you have to do. It WILL take time, as you will have to take apart the mods and test them. This 'trick' WILL work on ONLY SCRIPT BASED MODS! If it have ANYTHING ELSE besides scripts, I have NO CLUE as how you would get them to work, such as the 're-loading' of CUP or RHS...I be a dummy there! ;)


Note: The above 'trick' MIGHT work on other 'types' of mods - UNTESTED!



Yeah, I wished we did not have to do this either...


Thanks again and good luck!

:)
]\/[ /-\ ]\] /-\ 18 Nov, 2024 @ 12:18am 
@MGK Massively appreciate your extensive responses. I had a feeling that there wasn't a cure-all for it, and that sucks, but thank you. If only Arma itself had a way to do this, I mean it knows how to check if a mod or mods are missing, but I'm no programmer or coder, so no idea. Either way, big ups for your intuitive breakdown! :steamthumbsup: :honor:
Machine Gun Kelly  [author] 17 Nov, 2024 @ 6:57pm 
@Refriendless - As a 'silly note of trivia', what you seek is EXACTLY what I sought a long time ago and never found a 'fix' for, thus my 'solution'....

'Great minds think alike'....

;)
Machine Gun Kelly  [author] 17 Nov, 2024 @ 6:55pm 
@Refriendless - When it comes to mods, I ONLY know how to 'use' the script based mods. All I do, is take apart that mod that no longer works when a save is loaded, and just 're-run' the script that ran when it was first loaded.

Example: Mod has 3 scripts in it.

When loaded, the FIRST script it runs is #2. THEN it will run #1 and #3.

When you make a save, it saves #1 and #3. It has NO knowledge of #2.

So, when you load a save that has that mod (and you have also loaded the mod via profile), I just run script #2. Just like it did on its 1st run.

I am 'tricking' ARMA... ;)
Machine Gun Kelly  [author] 17 Nov, 2024 @ 6:55pm 
As this 'trick' varies mod-by-mod, there is no 'universal' method to do what you seek. MOST mods, as you have seen, DO work upon a reload, but I found 2 that did not.

Do note, that a mod that has been updated since the last save MOST LIKLEY also will NOT work. As the mod has been changed.

That is one of the good things I did when I wrote my mod. ALL future saves will work.

Them:
Build a 5 story building. Need changes, so they trash Floor 1.

Me:
I build 1 floor at a time. Need to add/change? Build a new floor! The original floor is NOT changed!


As each mod is different, I know of no way to do what you seek. There MIGHT be a routine that ARMA uses that YOU can use, though it most likely would have to be 'called' via a DLL or an EXE file.

Is there a mod to do this? To my knowlege, no. Will there every be such? I doubt it as each mod it 'started' in a unique way.

Hope this helps ya!

:)
Machine Gun Kelly  [author] 17 Nov, 2024 @ 6:44pm 
@Refriendless - I am MORE than happy to help you. Sadly, in the 'General' feedback section, which you and I are in, there is a character limit of 1000, or near that. As such, I will have to 'keep it short'. For long questions/answers, here or anyone's page, use the other comment sections. I do not think there is a limit. Will answer in next post.
]\/[ /-\ ]\] /-\ 17 Nov, 2024 @ 2:16am 
Hiya MGK, prefacing this comment not being about your mod, but a question about an Arma 3 quirk that really frustrates me.
In anything regarding SP, mods I use always load fine for the first start on any mission/Scenario.. but, mess up and load a save? Or just load an earlier one to experience it by trying something different? Nothing is there in Zeus, except base game or paid DLC content, as if all the mod assets just suddenly disappeared.
You mentioned having a "kick start" feature in another comment when referring to your mod persistently working after loading. Do you know of any mods/methods to force loaded mods to persist when loading SP Campaign/Scenarios? Or is this a known issue with the game/Zeus itself and I just gotta deal?
A mod I use for SP Zeus fun is: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=410206202 this mod and (I'm assuming w/o using it) yours both prove it's possible, leading to my prior question. Appreciate your time upon either conclusion! d(^_^)
Machine Gun Kelly  [author] 29 Oct, 2024 @ 9:53am 
@Radical Revy-Chan - Thank you for your kind words. As I do not have ARMA 'up now', what I CAN tell you, is, you ALREADY CAN USE ZEUS! ;)

Its already in. And when I tested it, I was able to do everything. On a MP server, I can not tell you what will happen.

In SP? You're ready to go! I THINK it is in either the 'Player' menu or the 'Extras' menu. There is also a hotkey to 'activate' it as well!

:)
Radical Revy-Chan 27 Oct, 2024 @ 3:47pm 
Absolutely love this mod dude, saved a liberation server where we couldn't save loadouts, font know why guys make it so these game modes always have one thing missing and it just makes everything super annoying.

speaking of, you think there is a way to make not only Zeus active, but give the player full spawning and control in Zeus? We play liberation like its DnD and having a Zeus dungeon master makes everything so much more fun
Machine Gun Kelly  [author] 12 Jul, 2024 @ 8:14am 
@duanesdesigns - I am glad that you found my mod to be such a 'blessing' for you. Every time I play ARMA, I use it. Make sure you read the 'Change Notes', as these are always there when an update is made describing the new items added.

I am currently testing the 'latest version' as of now. It adds about 20 new things to the menu....a few 'cheats', mostly 'Quality of Life' improvements.

As far as the enemy killing you so quick:

Set enemy skill to EASY
Turn on 'Skill Refresh' for the enemy and set it to EASY

That should be the end of your 'Instant Deaths'! And it is NOT a 'cheat'!

Of course, 'God Mode' works too...and that IS a cheat... ;)


Thanks again for your kind words!

:)
duanesdesigns 11 Jul, 2024 @ 2:51pm 
Yes it works great!

I would have given up on Arma years ago if I hadn't found this mod. I was getting killed everywhere in just a few short seconds on every mission I ever tried. Damned frustrating to say the least.

I found this mod and watched the videos over and over until I was finally able to get in some really serious game play while learning the skills to make Arma the best damned video game on the planet!!

Thank you Machine Gun Kelly for the #1 addiction in my life!
Machine Gun Kelly  [author] 5 Jul, 2024 @ 4:44pm 
@jy263098 - Yes it does work still! I just used it on 07/03/2024! ;)

If it is not listed, then it is not loaded! This is true with my mod or ANY other mod. :)

And yes, it is still working, actually, I am currently in testing on the next version, which as of 07/05/2024, has 19 new features added to it, along with some other things.

No, it still works IF LOADED PROPERLY (ARMA + HelpMe Mod + CBA)! :)

:)
jy263098 3 Jul, 2024 @ 10:44pm 
Does anybody know if the mod still works? I go into configure addons but the mod doesn't pop up, any fixes?
Machine Gun Kelly  [author] 10 Dec, 2023 @ 6:51pm 
@TheJoyfulBell - You're more than welcome!

As a note, I THOUGHT that mod was from the original author, it is not. This dev did leave the correct Bohemia's Forum link in his description to the original.

I can NOT comment on this mod AT ALL - I have NOT used THIS mod at all, though it seems to just be an 'update' of some sort to the origianl.

I used the ORIGINAL mod, which I THINK may be 'broke' now. Do not know...just be informed!

And thanks ☢WolfBite☢, this person asked about this in another dev's 'spot', so I told him I would answer here! :)

:)
TheJoyfulBell 9 Dec, 2023 @ 1:13pm 
@Machine Gun Kelly - Thanks for sharing the link to that mod, exactly what I needed!
WolfBite 9 Dec, 2023 @ 10:48am 
@MGK Oh man that looks interesting ill take a peek!