Arma 3
Fluffy's 3D Map Markers
43 Comments
Jordan 6 Nov, 2023 @ 2:43am 
Mod Stinks
Pet Mudstone 2 Nov, 2023 @ 2:30pm 
Completely understandable, and thanks for the advice!
Fluffy  [author] 2 Nov, 2023 @ 1:22pm 
Yeah my apologies for the Performance problems I have tried my best to optimise it but there is only so much I can do, I would recommend either changing the Check Time for new Markers to a higher number or possibly just not running the mod in Gamemodes with a very large amount of markers.

As for the Disabling of Markers all that does is stop them from being Shown, the Processing still happens in the background for adding Markers to the List, this was intended as a quick switch method so you can turn them off and on with ease with minimal delay.

Again my Apologies this mod is held together with Duct Tape and Dreams, when I can find the motivation I will likely remake this mod entirely with Performance as the main Goal.
Pet Mudstone 2 Nov, 2023 @ 12:43pm 
I've had significant performance problems with the markers before, but that was during Antistasi where there's a LOT of markers on the map at once. Oddly, this persisted even after disabling markers in game so they wouldn't render.
Fluffy  [author] 2 Oct, 2023 @ 8:04am 
Could you be a bit more specific, A Toggle Button for what?
Wolfsong The Jester330 1 Oct, 2023 @ 8:55pm 
Could you/have you made a toggle button for it?
Fluffy  [author] 26 Mar, 2023 @ 4:21am 
Yeah It seems my checking for if the Marker is visible is slightly unreliable because some objects block it and some don't leading to weird scenarios, I will look into trying to improve it, Keep in mind there is a tick box for this option, I would double check that it is enabled, but I myself have had problems with it from time to time.

For the Enemy markers showing up, this is likely because you are using Blacklist mode,
I would suggest using Whitelist, there is no way for me to make this work properly for all mission types because It's just simply not possible in a way that would benefit everyone.
Arkblade 26 Mar, 2023 @ 3:58am 
This mod is great, but has the following problems,

- Players are able to view markers that are not visible at the time.
This can be seen in Dynamic Recon Ops missions, for example, the markers of all enemy camps seen from the beginning. This is essentially a collection of information from the enemy, which is then displayed.
sam r 25 Mar, 2023 @ 2:50pm 
i saw the distance marker should fade but the maximum range for start to fade is only 20 minutes, i was wondering if there is anyway to make it larger than 20meters
Fluffy  [author] 25 Mar, 2023 @ 1:18pm 
Check the CBA Settings my guy, You can see in one of the last sceenshots there is a "Distance Marker Should Fade" That essentially should do what you want, just change the numbers to your liking.
sam r 25 Mar, 2023 @ 12:08pm 
are u able to increase the distance before the marker starts to fade to something above 20 because i want to use it in a heli and dont want to see the marker in the last few moments of the landing. other than that very useful mod thanks for posting
Fluffy  [author] 16 Feb, 2023 @ 1:15pm 
Actually I have just realised I never Uploaded the Server Side Component because I found a Better way to do it purely on the Client (Player).

Disregard that Previous Comment, However if you want the Settings to Sync between the Server and Players you will need it to be loaded on Both.

For Example if you want an Option to be set on the Server and all the Players use it instead
Fluffy  [author] 3 Feb, 2023 @ 8:42am 
It has a Server side component so it will need to be loaded by the server also
Puggerz 2 Feb, 2023 @ 10:27am 
is this mod client side
Fluffy  [author] 29 Jan, 2023 @ 1:29am 
There is a slider for the Fade out Distance, that is where it starts to Fade and eventually goes fully transparent.

This is assuming the Fade Option is set to either "Both" or "Out"/"Far" (I cant remember what I called it exactly)
Fluffy  [author] 29 Jan, 2023 @ 1:26am 
Yes sir that is precisely how the function works
Jhintresting 29 Jan, 2023 @ 1:24am 
like it becomes more transparent the farther if available
Fluffy  [author] 29 Jan, 2023 @ 12:59am 
The option already exists under the Fade Setting Drop down, It should be the last Option
Jhintresting 28 Jan, 2023 @ 4:31pm 
Can you add a fade when far option?
Bax 14 Jan, 2023 @ 7:48am 
PS I second the keybind toggle, if you find the time to add it.
Bax 14 Jan, 2023 @ 7:47am 
I'm new to Arma 3 and have not yet a clue how to use all that stuff, but damn it is well done and well thought through, looking forward to use it once I figured out how all the stuff works (caught in editor :D) thanks!
Fluffy  [author] 13 Jan, 2023 @ 6:29pm 
Yeah I probably could add a Keybind for it, I have some other projects I want to work on at the moment so It will likely come along later with an Update that also brings a Sort of Bluforce tracking thing like CTAB
Pet Mudstone 13 Jan, 2023 @ 4:30pm 
Would it be possible to add a keybind to toggle visibility of the 3D markers on the fly? These markers are quite helpful but in particular situations (Antistasi, for example) they can be overwhelming at the very moment. However I don't wanna go to options to toggle visibility any time I'd like to adjust, especially in more time sensitive situations.
Fluffy  [author] 10 Jan, 2023 @ 11:30am 
Once I work through the absolute mess that is my dev version I will add a simple tick option to allow eden and Zeus markers.

I originally left them out because they can really be removed easily specifically Eden markers, but adding a option to let players choose is super simple to add
Dick 10 Jan, 2023 @ 3:34am 
Hey Fluffy. I love your mod.

I was wondering if there were plans to include markers placed in Zeus or EDEN and if so, could there possibly be an option to disable all 3D markers with the exception of Zeus or EDEN.
Fluffy  [author] 9 Jan, 2023 @ 9:51am 
Once I am able to Rework and Optimise the Main Function, I will have a look into a Optional Expansion for Blufor Tracking
Mikker 9 Jan, 2023 @ 4:09am 
can you make it compatibel whit https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1643720957? it will be awsome : D
Viper1Zero 8 Jan, 2023 @ 2:32pm 
Based
idiota 8 Jan, 2023 @ 8:52am 
[̲̅$̲̅(̲̅ ͡° ͜ʖ ͡°̲̅)̲̅$̲̅]
Phenosi 8 Jan, 2023 @ 7:58am 
@Fluffy that is a good solution for now, if you ever feel like it an addon options is always appreciated :))
Fluffy  [author] 8 Jan, 2023 @ 7:56am 
Potentially you could use the Items List and just include Medical Items in it as well?

Lets say for Vanilla that would be just the Medkit or for Ace Medical potentially the Stitching Kit, I do believe that would do what you want.

You don't need all the Items in the List to see the Markers you only need one of them.
If that isn't good enough I'll try to think of something else.
Phenosi 8 Jan, 2023 @ 7:43am 
@Fluffy I would say the crew seats only...

The reason for the medic suggestion is mostly because we have someone who is hearing impaired in our unit and he can only really play medic- I think it would make it easier for him to locate wounded.
Fluffy  [author] 8 Jan, 2023 @ 7:30am 
Not bad ideas there however there are a couple of issues that come with those options.

While this isn't true for all Groups I feel a majority would want the Panic Markers to be visible to all Units so that way Leaders can direct other Members to the Location as well as Medics and I feel adding the Option would be a little pointless so to speak or at least I can't think of a method at the moment that would be easy to work around if people wanted only specific people to see them which isn't already handled by the Equipment Requirement.

The Vehicle Idea isn't bad per say but it does also beg the question should I just allow the crew of all vehicles to see them or specific Vehicles and should it apply only certain Seats, which sounds like Hell for Admins given the already monstrous amount of Options I already have.

I would definitely need further input to really discern whether either would really get use because my Group is only 10 people Max at the moment
Phenosi 8 Jan, 2023 @ 7:16am 
@Fluffy Thanks for the quick response.

What about addon options to toggle for example the Panic markers to be visible to people set as medic in traits, or and options for the markers to only appear if you are the crew of vehicle or in a pilot (if you can check for that in arma 3 idk...)

anyway... I am just giving some quick ideas. I enjoy the mod already!
Fluffy  [author] 8 Jan, 2023 @ 7:08am 
At about 9:40 in my Video you can see a Demonstration of how to add and Item to the list easily
Fluffy  [author] 8 Jan, 2023 @ 7:06am 
There is a Addon Option the Host or Server Admin can add the Class name of Helmets to.

This is the Default List H_PilotHelmetFighter_B,G_Goggles_VR

All the Host/Admin needs to do is add each Helmet to the List like so.
MyCoolHelmet,MySecondCoolHelmet,MyThirdCoolHelmet

Using that Option allows people to Tailor the list as they see fit
Phenosi 8 Jan, 2023 @ 6:59am 
Could you add more base game helmets or pilot helmets to the default gear asset list? maybe even for other mods like RHSUSAF helmets... would make it easier to use this mod for CAS pilots only.
WebKnight 7 Jan, 2023 @ 2:55am 
A really neat adition, great work!
『 Misaka 』 6 Jan, 2023 @ 7:53am 
This seems cool, Jordan told me to take a look
Fluffy  [author] 5 Jan, 2023 @ 1:33pm 
thanks Miller ^^
MSFMiller 4 Jan, 2023 @ 10:05am 
great mod fluffy
Fluffy  [author] 4 Jan, 2023 @ 8:45am 
thanks ^^
Eughenos 4 Jan, 2023 @ 1:19am 
Nice work buddy!