Arma 3
3den Enhanced
2,531 Comments
LEE O C 3 Jul @ 7:24pm 
great mod. could u add an option to force vehicles (aircraft) to not use lights?
R3vo  [author] 19 Jun @ 11:43pm 
Please update
Faestre 19 Jun @ 7:25pm 
I'm having the same trouble as _mickey_. Thanks for keeping your mod updated, still. It's one of the few mods I consider required that isn't a resource pack.
Nirvana 19 Jun @ 6:36pm 
ACE Arsenal can't be opened in Eden editor. ACE Arsenal failed
_mickey_ 19 Jun @ 3:25pm 
@R3vo

In the Eden editor, after your update (or after game update 2.20?) the ACE Arsenal stopped opening. Please check it.

1) Place any infantryman on the map
2) Select it with a left mouse click
3) Call the context menu (right mouse click)
4) Select Edit Loadout/ACE Arsenal...

Now it won't work. Note! that the ACE arsenal itself will work if you launch it from the game menu (not from the Eden Editor)
zeik_tuvai 19 Jun @ 11:15am 
Thank you much!
R3vo  [author] 19 Jun @ 10:38am 
I have updated the mod and applied a fix.
R3vo  [author] 19 Jun @ 10:16am 
I have restored the previous version. Thanks for letting me know.
Pasik 19 Jun @ 10:12am 
After today's update I no longer can edit loadouts with Ace Arsenal in editor
Hatsumi 19 Jun @ 9:36am 
i have the same issue as Zeik_tuvai 3den has broken a bunch of features i cannot use Ace Arsenal Loadout in eden editor anymore. i cant set mission addon options either. it is 100% 3den with the newest update today.
zeik_tuvai 19 Jun @ 9:24am 
I am unable to open "Addon Options" in 3den editor so i started disabling mods and found that 3den Enhanced was the culprit.

I haven't set mission addon options in a few weeks so I couldn't give you an idea of when it started happening, but if I have this mod enabled when I go to Settings > Addon Options nothing happens. The window won't open to allow me to set mission options.

I am happy to provide any additional information if needed.

EDIT: Also I tried running Arma 3 with only CBA, ACE and 3den enhanced to confirm it was no other mod conflicting and the issue persisted.
R3vo  [author] 10 Jun @ 1:34pm 
Thanks for the report. The issue has been fixed internally. The command disabling the indicators ran actually 1 frame too many, already being inside the preview. It will not affect an actual mission though.

To fix the issue until the next patch you can either disable the mini map or put

disableMapIndicators [false, false, false, false];

into the init field in the scenario attributes.
Hellfire Tactical 10 Jun @ 12:15pm 
@GENTLEMAN?? im having the same issue but can figure out how to fix it. how did you find that it was the minimap and where you able to fix it without unloading 3den?
GENTLEMAN?? 8 Jun @ 1:34pm 
I managed to solve it. It seems to me that the 3den minimap disables the map markers in the scenario
GENTLEMAN?? 8 Jun @ 1:25pm 
Hi! I have a problem.

Starting a scenario as a player character, when opening the map, there is no unit markers
UEemperor 31 May @ 3:49am 
@R3vo

Things like amount of cargo space, range you can interact with it, and if possible, to be accessed even if the object is a simple one / disabled sim (idk if thats possible without the script Play3r posted below).

I swear i had something else on my mind as well but forgot. Will reply when i remember.
Thanks for considering it R3vo.
R3vo  [author] 31 May @ 1:53am 
@UEemperor You said "with a checkbox and parameters"...what would these parameters be?
UEemperor 30 May @ 5:38am 
@Play3r

Yes i am aware of that possibility, just thought there was an easier way to make it.
But i appreciate the reply, thank you!
Play3r 30 May @ 4:17am 
@UEemperor
I do it like this when i want something else to be a kind of ammobox, or if i want the player to go get a weapon from a bag of rice, when i make a undercover mission.

//so first place a real box and make it invisible and name it ammobox1
//then place the object you want to add an inventory to and add this code to the init

this addaction ["Open _Inv", <- type anything you want to call it (open the bag) (open the box)
{ammobox1 setpos position (_this select 1);
(_this select 1) action ["Gear", ammobox1]},[], 6, true, true, "", "(_this distance _target)<1"];
R3vo  [author] 30 May @ 12:09am 
I'll consider it. Thanks.
UEemperor 29 May @ 5:52pm 
Hello, i have a question:
Could there be a feature added where an object of your choosing can become an inventory holder?
Like say, a bag that is just a prop, to be turned into a container, with a simple tickbox + parameters?
R3vo  [author] 24 May @ 11:24am 
I can take a look if you send me the pbo.
MM 24 May @ 11:21am 
It’s a custom campaign I’m creating - when placing the editor mission folders into the campaign folders structure, then the campaign is packed as pbo, for its cutscenes it seems ambient animations are not saved properly, while they work correcting for missions
R3vo  [author] 24 May @ 8:38am 
What's the name of the mod?
MM 24 May @ 6:39am 
it isn't the case apparently for when you place editor mission inside a campaign and pack the campaign as mod
R3vo  [author] 23 May @ 10:03am 
The code is stored in mission.sqm, as long as it's not altered it should work.
MM 23 May @ 8:25am 
As part of a campaign. The mission folders are copy/pasted from editor to the campaign, that is then packed in pbo. The issue seems to be only for cutscenes anyway
R3vo  [author] 23 May @ 7:43am 
How do you export it?
MM 23 May @ 1:38am 
it was probably answer before but this is driving me nuts: is there a way to fix the fact that using ambient animations in editor doesn't export properly (at least for cutscenes) into missions/campaigns?
R3vo  [author] 9 May @ 3:05am 
I think you can still use them. They gotta ne defined somewhere. I would try ask on the SoG discord.
Play3r 9 May @ 3:01am 
Sad, wanted to use them i a Mission, but thanks for reply.
R3vo  [author] 9 May @ 2:59am 
I don't think you can get them because the files are encrypted e.g. .ebo instead of .pbo
Play3r 9 May @ 2:42am 
@ Revo i havre tried the CFGSentence in your mod, but how do i get the SOG:PF part in the selection ?
I only see vanilla game lines.
R3vo  [author] 4 May @ 8:45am 
Thank you<3
Viper1Zero 4 May @ 7:44am 
This mod stays undefeated. Thank you for all your incredible work over the years, R3vo.
R3vo  [author] 4 May @ 7:20am 
In case that after the last update all building positions are visibile. Go into the editor preferences >> Interface and deactivate >> Show building positions
Venom 28 Apr @ 2:36am 
oh, Ngl didn't know you could do that, Sounds good, Thxs R3vo
primkup 28 Apr @ 2:00am 
@R3vo
So am I, mate.
R3vo  [author] 28 Apr @ 1:59am 
I am glad you could solve it. :)
primkup 28 Apr @ 1:52am 
@R3vo
No need for further testing, I guess. :)))

"I figured out what happened. I edited your mission without loading the "3den Enhanced" mod, adding the artillery support module from the Vietnam DLC (I thought a little bit of "cheating" would make the single-player mission more interesting), and then saved the mission. This caused the issues I described earlier. Later, I loaded the "3den Enhanced" mod and re-saved the mission, and the problems were resolved.
So thank you for your reply — you were right, the "3den Enhanced" mod does not cause any dependency issues. Sorry for wasting your time."

Thank you for your time.
primkup 28 Apr @ 12:51am 
@R3vo
Thanks for answer.

The campaign itself can be found here, in this link. All required items are listed and as far as I understand, the player just used them. I already added 3den into that list as well just to be sure, but you can safely ignore that.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3469121360

As for me, I didn't find anything during my test, everything worked as it should be.
R3vo  [author] 28 Apr @ 12:38am 
Unlikely. Send me the mission and a mod preset from the launcher and I can test it.
primkup 28 Apr @ 12:33am 
@R3vo
Howdy, R3vo. I have a question. One fella wrote me this:

"The issue I encountered is that if I don't load the "3den Enhanced" mod, the option to drag the pilot does not appear after encountering him in the first mission. Once the mod is loaded, the option becomes available. Additionally, there are problems with character animations not playing correctly. Of course, this might just be an issue on my end."

Is this possible? I haven't seen this issue before.
R3vo  [author] 22 Apr @ 10:05am 
You can press a key and it will jump to the entry that starts with that character.
Venom 21 Apr @ 2:34am 
Hey Revo, Don't know how hard this might be for you but I think worth the susgesstion, On triggers you are able to add "effects" like get it to play music and what not,

Do you think you'd be able to add a search bar to this, Rather then anyone needing to have to scroll to find stuff? Just a small QOL thing Id like to have.
https://gyazo.com/3fa48ad13bbfd8c7c104dd2dc10e57df
Komodo 8 Apr @ 2:55pm 
thnx R3vo
🔥🔥🔥🔥🔥🔥
R3vo  [author] 24 Mar @ 11:42pm 
See the message below.
Sheliz 24 Mar @ 3:30pm 
In 3den Enhanced, is there a loadout editor for vehicles?
R3vo  [author] 24 Mar @ 12:57pm 
Use ESE (CTRL + SHIFT + I)
Sheliz 24 Mar @ 12:47pm 
Can the "equipment storage" attributes be improved? Like a search function or equipment classification, similar to ACE Arsenal.