Arma 3
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PyroNage's Building Tagger
   
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Data Type: Mod
Mod Type: Editor Extension
File Size
Posted
Updated
582.741 KB
7 Oct @ 5:19pm
8 Oct @ 10:13am
5 Change Notes ( view )

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PyroNage's Building Tagger

Description
PyroNage's Building Tagger



PyroNage's Building Tagger adds an Eden Editor module that automatically numbers and marks every building within the module’s transform area. Designed for mission makers who want quick, reliable reference markers for coordination, testing, or scripting.

Quick Demo:
Demo Here.





Features
  • Simple setup – Place the module, resize the area, and you’re done. No configuration required.
  • Automatic building numbering – Every structure within the module’s area is assigned a unique marker.
  • Network synchronized – All markers are shared across all players and are JIP-safe.
  • ACE integration – If ACE is detected, adds an ACE self-interaction menu entry to hide or show the building markers, keeping your map clear when needed.




Compatibility
  • Requires HATE's Empty Map Markers for GRG Found Here.
  • Fully functional in both singleplayer and multiplayer environments.
  • Compatible with ACE3.




Usage
  • In Eden Editor, locate PyroNage – Building Tagger under the Modules section.
  • Place the module over your desired area and resize as needed.
  • Preview or run your mission — the module will automatically tag buildings within range.




Notes
  • Markers are automatically synchronized across all clients.
  • ACE menu toggle is added dynamically only if ACE is present.
  • Ideal for mission editors,, or reference-based callouts.


7 Comments
PyroNage  [author] 15 Oct @ 12:51pm 
No problem! Always open to suggestions, thanks!
JaySOC 15 Oct @ 5:57am 
Good work. Maybe a way to choose the marking ?
We usually mark our buildings with "S1", "S2", "S3" etc

Nevermind, someone already suggested the idea lol
Komodo 8 Oct @ 11:11am 
ty
PyroNage  [author] 8 Oct @ 9:34am 
You read my mind about the colors. Currently testing the Prefix, Numbering and Colors in MP to make sure it's working as intended!
Sipplewitz 8 Oct @ 8:31am 
The prefix is a solid idea, the ability to set different colors for the sectors would also be helpful.
PyroNage  [author] 8 Oct @ 6:34am 
@Komodo Thank you very much for the Idea! Let me look into that in a bit and see how that feels.
Komodo 8 Oct @ 4:34am 
very nice
may i suggest a module setting that allows a suffix to be implemented before numbering buildings under that module, possibly also allow to assign a custom 1st number or letter:

Ex. Start all buildings under this module with B with first number being 2
so it starts with B2, B3 etc