Arma 3
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3den Enhanced
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Data Type: Mod
Mod Type: Editor Extension
File Size
Posted
Updated
22.451 MB
Feb 13, 2016 @ 12:47pm
Dec 29, 2023 @ 4:23am
132 Change Notes ( view )

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3den Enhanced

In 1 collection by R3vo
Eden Editor Extensions
37 items
Description
Description
This modification adds new functionalities to the Eden Editor without creating any dependencies for players.

That means scenario editors can use this mod to make their life easier without making the life of the players harder by forcing them to download an additional modification.

Features
- Many new tools accessible from the context menu or menu strip
- New entity, mission and editor attributes
- Mission SQM backup feature

...and much more. See Wiki[github.com] for a full list

Feedback
Feedback is always welcome and will help me to find bugs and improve this modification.

GitHub & Translation
This modification is available on GitHub. Feel free to contribute!

Contributors
See ingame credits for Wiki[github.com]

End User License Agreement
[www.bohemia.net]
Re-uploading this modification to the Steam Workshop is prohibited!
2,379 Comments
SuperTEAman145 18 hours ago 
oh ok, thanks, just got the game and didn't know the difference.
R3vo  [author] 18 hours ago 
Because you wanna download Zeus Enhanced, not 3den Enhanced.
SuperTEAman145 18 hours ago 
hi, downloaded the mod today and the zeus UI has not changed from the vanilla one, do you know why / how i can get it to work?
_mickey_ Apr 23 @ 2:14am 
@R3vo Thank you for answer
R3vo  [author] Apr 23 @ 12:40am 
RHS migtlht run additional scripts. I cannot help you with that unfortunately.
_mickey_ Apr 18 @ 3:47pm 
@R3vo Hi!

Checkbox "Forbid Disembarking" in the attributes of vehicles not works for RHS vehicles crews. I constantly observe how AI Crews leave their vehicles anyway. Do you have any way to make this work for RHS as well as for vanilla units?
Redarmy Apr 2 @ 8:30am 
Cheers man.

If you do look at it,perhaps also consider adding an option that disables High command symbol/marker on said entity(but should be optional,as group could be part of actual high command and clickable) so that you dont have two markers overlapping...

something from MARTA; player setvariable ["MARTA_hide", (player getvariable ["MARTA_hide",[]]) + [_group]]; where group would be "this group" etc.

Might not be worth the trouble but worth noting,it can easily be done mission making side.
R3vo  [author] Apr 2 @ 8:04am 
Interesting. Well, I will see what I can do. Since I added that feature they also added new group event handlers.
Redarmy Apr 2 @ 7:18am 
R3vo, the "composition group marker" is supposed to delete when group becomes empty. The marker is actually applied on to the group leader,and when he dies,marker remains attached to him. If cleaned up,markers deleted. Marker never switches to next leader of the group.

Its a lovely feature,its a shame its not usable on infantry in this state,still useful on vehicles especially with disable disembarking and AH types.

Any chance of looking at this unless it requires as you said before,a rewrite?
Redarmy Mar 23 @ 10:03am 
perfect thanks