Arma 3
3den Enhanced
2,560 Comments
_mickey_ 6 hours ago 
Maybe your 50% changes the values ​​​​in GAME OPTIONS / DIFFICULTY / AI LEVEL / SKILL?

I don't understand what final level AI-unit will have, if with 3den Enhanced, player have 3 AI level settings in the game?

Do your values ​​overwrite the values ​​in the unit attributes and in the game settings?
If not, then why are they needed?
If your settings overwrite the values, then they change the design of each mission?
_mickey_ 6 hours ago 
@UEemperor good day!

I have question.

In the 3den Enhanced settings of each infantryman there is a section - Object: AI, inside which there are a lot of AI characteristics.

For some reason, by default player have only 50% written there for each characteristic, while inside the settings of the my mission AI-unit itself in Object/States/Skill I have 80% Skills.

My question What is the result will?
What parity will the AI ​​get in the end if I set 80%, and in your fine settings only 50%
UEemperor 27 Aug @ 3:58am 
I understand. Sad to hear it. But thanks all the same!
R3vo  [author] 27 Aug @ 3:38am 
If it's not there already I won't be able to add it as it's a description.ext feature and needs engine support afaik
UEemperor 27 Aug @ 3:22am 
From what ive seen, the MP section only works for HOW they respawn, and if there is one. (as in one life or not), but not a checkbox for NOT respawning at mission start.

If possible, could this be added as a feature? That would be amazing.
R3vo  [author] 27 Aug @ 2:28am 
Wasn't there a setting in the multiplayer section for that?
UEemperor 27 Aug @ 2:20am 
Hello, question:

Is there any way i can stop players from respawning on mission start, and instead start at their placed locations, WITHOUT creating a description.txt?

Im talking about the respawnOnStart = 0; parameter. Is there a way to put it directly in 3DEN without needing to create an accompanying txt?
Ace 20 Aug @ 11:19pm 
Appreciated. It's hard to trouble shoot on my end because I have to wrangle all the other idiots in my community to play ball and give useful feedback. Assuming I can get them to not teamkill out of boredom for five minutes.

Otherwise I can only test in single player, where it works fine.
R3vo  [author] 20 Aug @ 10:39pm 
The code hasn't been touched so I don't see why they wouldn't work anymore.

I will have a look at the weekend.
Ace 20 Aug @ 8:45pm 
Are hold actions broken in multiplayer now? They work in single player but they have all stopped working in multiplayer.

Notably, hold actions created before the most recent update still work. New hold actions don't work. I have checked and double checked the configuration to make sure they are not configured in a way that prevents them from showing, and they always work in single player, but don't appear in multiplayer.
R3vo  [author] 17 Aug @ 2:41pm 
What exactly do you mean by being stressed? They do exit if you have enabled the checkbox
neretropazanchic 17 Aug @ 12:19pm 
does not exit animation when stressed. (where is the check mark in the editor)

will it be fixed?
[+| CL rautamiekka 13 Aug @ 7:48am 
@Furyan

Pretty sure the exactly same as any other, even for Mac.
Furyan 13 Aug @ 3:40am 
How do I install this in ARMA 3 (Mac OS)
R3vo  [author] 6 Aug @ 5:21am 
The skill settings are also effected by difficulty and or server settings.
FR-Cadrix 6 Aug @ 4:14am 
Very good mod, I particularly appreciate the AI attribute part which allows you to individually modify the stats of each NPC, however I don't have the impression that this is a big effect in game, is this normal?
R3vo  [author] 29 Jul @ 11:50pm 
What other mods do you use?
SwagbossMLG117 29 Jul @ 3:13pm 
For some reason every text box in a units settings is white, and you cant see what your typing. Idk why but I really like this mod. Its so bad that its hard to make missions with this white box 'overlay' or smth.
gatordev 23 Jul @ 2:44pm 
Ah, thanks. I've used 3Den Enhanced for so long, I've lost all knowledge of what the vanilla editor included.
R3vo  [author] 23 Jul @ 1:59pm 
Glad to hear that.
zeik_tuvai 23 Jul @ 1:48pm 
Sweet, thank you for that. The new shortcut works perfectly!
R3vo  [author] 23 Jul @ 8:52am 
The mod filter was not added by me but is a vanilla filter. I have just updated the logic to exclude mods that don't actually add assets.

The CT_COMBO has no scrollbox but if you type "B" for example it will jump to the first mod starting with B.
gatordev 23 Jul @ 6:43am 
Is it technically possible to add a scroll bar to the mod sort drop-down list on the right side asset window? I love that we're able to sort by mod, so thank you for that, but having to scroll through to mods way down on the list is a pain. I know...first world problems!
dickboydontsuck 23 Jul @ 4:31am 
Thank you brother, you are the best:VBOY:
R3vo  [author] 23 Jul @ 1:56am 
I have released a patch. The script error is gone now (it was related to the mod filter in the Asset Browser and Place UI)

@zeik_tuvai: I have added CTRL + ALT + SPACE as additional shortcut for the palette. Please let me know if that works for you.
R3vo  [author] 22 Jul @ 10:51am 
Interesting. I check with CUP tomorrow.
dickboydontsuck 22 Jul @ 10:25am 
I also had this problem, I was confused, I checked my mod list and found that when loading cup weapons, I got a warning that 'version/' is not a class ('units' accessed)
R3vo  [author] 22 Jul @ 8:34am 
Hey, thanks for the report.

I don't get that error so it's probably conflicting with another mod. Can you give me your modlist?

Changing the shortcut is currently not possible. I will see what can be done.
zeik_tuvai 22 Jul @ 8:26am 
With the last update I am now getting a pop up when opening 3den stating `'version/' is not a class ('units' accessed)`

In Arma's rpt file I see the following:
11:16:42 Warning Message: 'version/' is not a class ('units' accessed)
11:16:42 Warning Message: 'versionStr/' is not a class ('units' accessed)
11:16:42 Warning Message: 'versionAr/' is not a class ('units' accessed)

I can confirm the message does not show when 3den enhanced is not loaded.

Also, is there a way to change the keybind to open the command palette? Alt + Space conflicts with KDE's Krunner and Krunner always wins.
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?