Arma 3
199 ratings
Drongo's Command Enhancement
Data Type: Mod
Mod Type: Mechanics
File Size
1.032 MB
Sep 16, 2018 @ 11:49pm
Mar 12 @ 4:09pm
8 Change Notes ( view )

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Drongo's Command Enhancement


Check out my Workshop for my other mods (advanced air support and airspace control, cruise missiles, Active Protection Systems and more)

DCE gives you quick, powerful and intuitive control over your squad and AI groups. Turn Arma 3 into a hybrid FPS/RTT experience. Issue commands, receive contact reports, seize objectives and call in reinforcements.

Download the readme[]
Download a template mission for reinforcements/objectives setup[]
How to change your DCE key

To bring up the menu, hit your DCE key (Left Windows by default, can be changed under Options>Controls>Configure Addons). Most of the buttons and functions are self-explanatory or can be learned by playing around in the editor for a few minutes.

Squad Menu
This is primarily for quick, one-click orders when you are a squad leader. There also extra commands such as garrisoning rooftops, deploying statics, switching to any group member and other options.

Command Menu
A command engine that allows a commander to give a variety of orders to any group on his side. Click the help button for more information. Requires a radio to access. To give move orders, select a group from the menu. Then shift click on the map to set a waypoint. High Command orders also work.

Function Keys
The squad menu features function keys F1 to F8. By default, these do nothing. However, a mission or addon maker can access them. Note that the F1 to F6 buttons on the tablet model may also be bound.

The command menu features an "Attach" option. Clicking this will give a menu allowing attaching elements between groups. Select a group from the left-hand list (group A), then select a target group from the right-hand list (group B).

Reinforcements is implemented at the addon level with default army lists for the 3 main vanilla factions. Custom lists can be made for any mod. The spawn markers need to be placed by the mission editor (see the template mission above).

Scripted objectives and endgame are enabled. These are designed for use with the reinforcements module.

Known Bugs
Not a bug, but a limitation: Only a single group at a time can be given dialog orders (in HC you can select multiple groups and give orders).

License (apparently the first license in OFP/Arma history!)
The rights of any 3rd party scripts used in this work belong with the owner. I do not and have never claimed ownership over the work of other people. All 3rd party scripts are used in good faith.

You must receive my permission to use any of the scripts, configs, concepts or designs of this addon in the development of other projects.
You may not distribute altered versions of this addon.
You may not use this addon or any derivatives thereof in any way for monetary gain.
You may not use this addon or any derivatives thereof as part of any submission to any contest of any kind.
You may not port this addon to any other game (it may ONLY be used with Arma 3).
You may not use this addon with VBS, VBS2, VBS3 or any similar product.
You may not re-upload to Steam.
You may not use this addon in any way if you are R0adki11.
You may not use this addon in any way if you are BohemiaBeck.

If you need an exception, feel free to contact me.

Thank you very much to SaMara and Tonic-_- for allowing me to use their dialog code in earlier releases.
Drongo: Concept and coding.
Chops: Testing and input.
James: Good advice, media stuff.
RootLocus: Testing DT for OFP.
Sanctuary: Help with DT for OFP.
Macser: Help with DT for OFP.
Vektorboson: Help with DT for OFP.
Grumpy Old Man: For letting me use his code for spotting and reporting units.
Kenoxite: Icons idea, some icons.
X39: Telling me how to make the UI scale properly.
Gunter Serveloh:Testing

A huge thanks to my Patrons and supporters:
Ave Sum
Berl Ancell
Chris Hall
David Catley
Gary Jackson
Ian Schonely
James Tribbles
Jason Dotson
Jonathan Harris
Logan Scott
Nicholas Odgers
Sean Martin
Seth Barcello
Sonny Hermanson
Stuart Burling
Tim O’Ceallaigh

Thanks also to the guys who post encouragement, bug reports and suggestions.

Most of my mods and missions are released on my Patreon page. You don't need to be a Patreon to download them:

Check my YouTube channel for trailers, WIP etc:

I am not on the BIS forums. I can be emailed at

Added: dceAvailable to limit access to the entire system
Re-added: dceCommandEnabled to limit access to command

Hotfix for incompatibility with public release of Drongo's Artillery

Changed: General cleanup of the squad menu
Changed: General cleanup of the command menu
Changed: Completely rewrote the static pack/unpack scripts
Removed: Several reduntant functions from the squad menu
Moved: Dynamic Simulation, Fix Animations, Flip Vehicle, Unstuck and Interact Mode switched to the Fnc keys at the bottom of the tablet
Moved: Teleport and Comms check moved to the F1/F2 keys along the bottom of the tablet
Fixed: Other general bugfixes

You can help me

I put a lot of time and effort into my mods. I support single, coop and MP players with unique mods and new features. Please show your support, subscribe, follow and rate my mods. Please promote my work on social media and forums. If you have cash to spare, please consider chipping in to my Patreon[].

Have fun!
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Drongo  [author] Mar 14 @ 3:21pm 
No, that would be a lot of work to implement.

Make a file called Go.sqf in your mission folder. In this file put:

sleep 5;
if((rank player)=="CAPTAIN")then{dceCommandEnabled=false}; // example based on rank

Then create init.sqf in the same folder and in it put


The rank code should be change for however you wish to limit the system.
Bl4ckWo0lf Mar 14 @ 1:43pm 
@Drongo where excatly should i put the commands you mentioned ? I dont know what you mean by "players client" the init field ?
sixt Mar 13 @ 9:08am 
sorry i was not clear enough what i meant. I mean, can the units on one side be split between commanders. so we don't control each others units? :-) and thank you for the fast answer.
Drongo  [author] Mar 12 @ 4:15pm 
No special setup is required.

You can now limit access to the entire system or just the command part by setting the following on a player's client:

dceAvailable=false; // Disables whole system
dceCommandEnabled=false; // Disables command only
Bl4ckWo0lf Mar 12 @ 12:04pm 
Is there any chance that I cant limit the access to the interface to only one specific player or a specific item someone has to have in his inventory ? I would love to use this in our MP mission but as of now everybody can access this, because everybody has a radio
sixt Mar 12 @ 7:34am 
How do i set the mission up so there are more than one commander on each side? :-)
And thanks for the answer.
Drongo  [author] Mar 11 @ 3:05pm 
Yes, actualy by default all players have access (this can be limited).
sixt Mar 11 @ 2:23pm 
Hi thank you for your mod. Is it possible to have more than 1 commanders on the same side?
Specter Feb 7 @ 1:34pm 
Yo Drongo, would you ever consider adding a key binding for the medic heal team action? Also, I know this is probably a hard thing to do, but I really love playing with Ace and the ace medical system, but it doesn't exactly work well with SP/DCE/really any AI command mod lol. Is there any possible way to add comparability for the ace medical system? Thanks man, and keep up the great work!
Drongo  [author] Feb 6 @ 3:17am 
Hey mate, glad you like the mod. I see in your rpt that you are using VCom AI, that is probably what is overriding DCE commands. I'm not sure if there is a way to blacklist groups from VCom, but I could add that ino the next patch.

BTW everyone, the artillery will be released on Steam this month.