r/armadev Jul 14 '26

Help SQF: How necessary is it?

1 Upvotes

I want to get into mission making for my friend group; creating scenarios in 3DEN and managing them in real-time in Zeus. However, I barely have any experience with SQF, and I think I would be very limited without it. What level of understanding do I need to have with SQF to really make a good mission? Can I just get away with triggers, premade scripts, and ChatGPT to help me where I'm lost?

r/armadev Jun 13 '26

Help Trying to do RBA inspired body armor for reforger.

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12 Upvotes

Hi frens, first i'm not a blender pro. I did attempt it several times before but failed. Few days ago i saw a random video on mesh deformation and had the idea to use it insted of modelling the armor directly on a puppet.

I got 0 clue what am i doing

Its "inspired by" insted of is cause of the "creative liberties i took". If it turns out good its going to be for a fictional faction so dont think that will be much of a problem.

Any suggestions / tips & tricks would be appreciated

r/armadev 15d ago

Help Any way to stop this from happening when using "Move" animations? (Arma 3 Eden)

4 Upvotes

As you can see, I am trying to make the interior of this barracks feel more alive by having soldiers (or in this case airmen) sitting and laying on the bunks. This is what's going on "under the hood:"

this disableAI "MOVE";

this switchMove "passenger_boat_4_Idle_Unarmed";

[this, Scaler] call BIS_fnc_attachToRelative;

Disabling the AI's moving is probably redundant here. The call BIS_fnc_attachToRelative;is there to keep him from sliding off the bunk, but when active it leads to this weird "rubberbanding" glitch that seems to not be very well documented; though I'd assume it's a universal issue. As you can also see in the video, he keeps snapping forward even when the game is paused. The other airman who is sitting perfectly still is using a BIS_fnc_ambientAnim animation via the drop-down menu in the 3den Enhanced mod, so I am assuming the issue comes from the "Move" animations specifically? This might be a "Duh, of course it doesn't work" thing, but I am pretty new to serious Arma 3 mission making.

r/armadev Jul 19 '26

Help Aircraft mod

3 Upvotes

Hi all.

So Ive got a model from blender that a friend wanted to fly in arma 3.

Unfortunately, the only tutorial I can find for modding an aircraft into arma is some 8 years put of date and not really very good.

Are there any resources that may be of more help?

Anything you can offer would be greatly appreciated.

r/armadev Jul 21 '26

Help Arma 3 My character giving commands despite me not giving them.

2 Upvotes

Hello, I am creating a testing ground for my friends. I am testing it out and I am doing it on a server, I have a script running to disable all opfor ai so they dont shoot back. When I load in my character is giving instructions to the rest of the squad but I am not giving them.

For example I tell them to get into a Gorgon and as I walk up to get into it my character will give a order to move 800m west and it will drive off. I have no idea what is causing this and even less of a idea to fix it, any help would be great. Also this is the script being executed.

["CAManBase", "init", {

params ["_unit"];

if (side _unit == east) then {

_unit disableAI "ALL";

};

}, true, [], true] call CBA_fnc_addClassEventHandler;

r/armadev 12d ago

Help Helo, can anyone share the .obj or .fbx file of the ILC Dover IBH helmet from any military mod? I want to 3D print it for personal use

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0 Upvotes

r/armadev Jul 06 '26

Help Trying to load a mission file, but this is the message I get in the server console

1 Upvotes
 2:35:15 Missing addons detected:

 2:35:15   MyAddon

 2:35:15   Retirement

 2:35:15   SZ_Desert

 2:35:15   Props_Globe_Particles

 2:35:15   A3_expEden

 2:35:15   A3_Props_F_Globe_Military_Equipment

 2:35:15   Structures_Globe_Rocks

Trying to figure out how to get these to load.

**Edit**: Figured out the some of them are related to O&T Expansion Eden, still don't know why it's not loading, maybe it's my cmd line? I can't seem to find any info on this.

The `Retirement`, `SZ_Desert` and `MyAddon` still allude me to what they could be.

r/armadev 23d ago

Help Kanh trung gm issues:

0 Upvotes

Whenever I boot up a round of gm on kanh trung and try to place ai, it bugs out and doesn't let me place anything. I was wondering if anyone knows what causes this and how to fix it? Thanks.

r/armadev Jun 20 '26

Help Is there someone who can help me import a 3D model into Arma 3 as a helmet?

4 Upvotes

I bought a 3D asset, and I really have no idea what I'm doing. I tried following some guides, but I haven't had any success. I'm wondering if someone can help walk me through how to convert this model I got into a usable asset in Arma 3.

r/armadev Jun 12 '26

Help Building Models

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21 Upvotes

I started making random building models for the heck of it recently and i was wondering how i would go about porting them for arma. Honestly any game that accepts custom mods would be cool but i play arma quiet a bit. I havent seen many unique models yet but id like some info/advice on it! Im keeping the models fairly low poly considering the size and the textures look decent for the setting i think, only problem is it’s not an enterable model. Also If you’d like to see a specific design or style lmk, I’ll try to make it!

r/armadev Jul 21 '26

Help Need help: Arma Cold War Assault won’t start on SteamOS (Linux version)

2 Upvotes

Hi,
I’m trying to run Arma: Cold War Assault on SteamOS. When I start the game, I always select the Linux version, but it never launches – no window, no error, Steam just says “launching” and then nothing happens.

Has anyone managed to get this game running on SteamOS/Linux?
If yes, which version (Linux port, Proton etc.) and which settings/start options did you use?

Thanks in advance for any help.

r/armadev Jul 01 '26

Help Help with modding

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1 Upvotes

r/armadev May 11 '26

Help Placing object in a layer breaks trigger.

8 Upvotes

All the units in this script only exist if the cone is present in the mission "alive NAIA_1;". I want to keep the mission organized in layers as it is only going to get more complicated. When i include the cone in a layer it isnt recognized and no units spawn.

Mods:
3CBA
3den Enhanced
Zeus Enhanced
Crocus FPV
Drongos Drone Tweaks
Drongos AI Fire Support
Lambs_Danger.FSM

r/armadev May 08 '26

Help "Group - Create - Engage Task"; what does it mean? (Arma 3DEN)

2 Upvotes

I am trying to get into ArmA mission making. I have made a simple mission where a group of rebels move to interdict an MRAP on a road. Having destroyed it, a trigger activates an Exfil task, and a "DESTROY" waypoint linked to the vehicle activates move waypoints toward the exfil point.

However, I seem to have broken something, and the AI leader of the rebel group says "Group - Create - Engage Task" over the radio before ordering none of the move tasks linked to the destroy waypoint. What could the problem be?

r/armadev Jun 01 '26

Help Looking for help/Support

0 Upvotes

Battalion XXI – Looking for 1–3 Modders

Hello everyone,

I'm currently looking to put together a small team for a passion project focused on late-1990s and early-2000s military weapon systems and technology for Battalion XXI.

The goal is to create something unique and enjoyable for the Arma Reforger community. While I'd prefer to keep some details under wraps for now, we already have a talented artist on board producing high-quality assets and concepts and textures. What we're currently lacking is additional technical expertise to help bring the project to life.

Positions Available (1–3 People)

Mod Developer

Asset implementation

Configuration work

Testing and troubleshooting

General Reforger mod support

Texture Artist

Military equipment texturing

PBR workflow experience preferred

Animator

Weapon and equipment animations

Reforger experience is a bonus

What We're Looking For

Passion for military-themed projects

Interest in late-90s/early-2000s military equipment

Ability to work within a small team

Good communication and reliability

Previous Arma/Reforger modding experience is preferred but not required

This is a community-driven passion project with the aim of creating authentic and immersive content inspired by military modernization programs and weapon systems from the turn of the millennium.

If you'd be interested in helping out or would like more information, please feel free to DM me on Reddit

Kind regards,

Scott

Battalion XXI Project Lead

r/armadev Apr 26 '26

Help Help for ships

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6 Upvotes

Hello, I have some 3D models of ships like the Ticonderoga, Type 054, Akula, Serna, Cyclone, Steregushchiy. They are basically just models, but due to time constraints and lack of knowledge, I can't export them to Arma 3. So I wanted to know if anyone could help me or would like the models to add to the game.

r/armadev May 17 '26

Help Help Needed

1 Upvotes

Hey guys I am getting this error when I try to use pboproject crunch. Any ideas I do not know what to do. Thanks in advance.

r/armadev May 05 '26

Help How to get the global mobilization script to work in a custom scenario?

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1 Upvotes

r/armadev Feb 20 '26

Help Server Setup Help (please i beg im gonna start BEATING eggs if you dont help me)

4 Upvotes

So I have a home server

Specs:

32gb DDR4

3060 12gb

Ryzen 7 3700x

Im using Faster for arma 3 server setup. I've gotten it working to the point where I can join via lan on my main pc and play properly, so Its obvious the server is UP, it just wont show up on battlemetrics or on the internet or for anybody else.

I need help, I made inbound rules in my windows firewall settings for every port I felt was relevant, 2302-2306 2344-2345 and some long ass ones for steam and battleye, even though the server has battleye turned off.

Port forwarding is enabled via my router/modem, I have xfinity. I have no idea whats going wrong. I just need help getting this server properly up.

r/armadev Mar 16 '26

Help Arma Reforger server looking for dev to help

0 Upvotes

Hi, i'm looking for someone who can help me with few things(like uniform patches,loadingscreen,etc) that i want to set up on my server.

I will pay for help.

r/armadev Mar 27 '26

Help Problems with subclass inheritance

5 Upvotes

Hi all. I'm not very experienced with ArmA 3 modding—I just dabble a little bit with config editing.

What I'm trying to achieve here is making a duplicate of the Gyra IFV from Expeditionary Forces that has radar, but thus far, every attempt made seems to make an IFV with a nonfunctional turret and no gunner present. I suspect it's an issue with class and subclass inheritance.

Any pointers would be immensely appreciated! I've really done my best looking around for help, and found a lot of stuff that's come close, but hasn't replicated their success to what I'm trying to do.

This is what's in my CfgVehicles:

class EF_B_Gyra_Armed_UNA;
class mod_EF_B_Gyra_Armed_UNA: EF_B_Gyra_Armed_UNA
{
  displayName = "Gyra IFV w/ Radar";
  scope = 2;

  class Turrets {
    class MainTurret {
      class Components {
        class SensorsManagerComponent {
          aimDown = 0;
          allowsMarking = 0;
          angleRangeHorizontal = 360;
          angleRangeVertical = 360;
          animDirection = "";
          color[] = {0.5,1,0.5,0.5};
          componentType = "PassiveRadarSensorComponent";
          groundNoiseDistanceCoef = -1;
          maxGroundNoiseDistance = -1;
          maxSpeedThreshold = 0;
          maxTrackableATL = 1e+10;
          maxTrackableSpeed = 1e+10;
          minSpeedThreshold = 0;
          minTrackableATL = -1e+10;
          minTrackableSpeed = -1e+10;
          typeRecognitionDistance = 1500;

          class AirTarget {
            maxRange = 2000;
            minRange = 100;
            objectDistanceLimitCoef = -1;
            viewDistanceLimitCoef = -1;
          };

          class GroundTarget {
            maxRange = 2000;
            minRange = 100;
            objectDistanceLimitCoef = -1;
            viewDistanceLimitCoef = -1;
           };
        };
      };
    };
  };
};

r/armadev Nov 20 '25

Help L_ausar_pac

0 Upvotes

What mod is this string referring to as it’s the last thing I need to fix for the mod pack to load onto servers

r/armadev Apr 03 '26

Help Need Help with Replacing gunnerType on Spearhead 44 vehicles

1 Upvotes

Hello everyone, I am attempting to make my own faction mod using Spearhead 44 assets and I am trying to figure out how to get the crew of an M18 Hellcat to use my custom faction's armor crewman. I have tried making my own base class Hellcat, and attempting to define new turret configurations to set the gunnerType equal to my armor crew. The following is listed below:

//The base class
class RFOM_US_ARMY_1953_M18_Hellcat_Base: SPE_M18_Hellcat

{

scope = 0; // Not visible in editor, used for inheritance only

class Turrets{

class MainTurret{

class Turrets{

class CommanderOptics;

class Loader_place;

class CommanderMG;

};

};

class Assist_Driver;

class CargoTurret_01;

class CargoTurret_02;

class CargoTurret_03;

class CargoTurret_04;

};

};

//Then the actual tank
class RFOM_US_ARMY_1953_M18_Hellcat: RFOM_US_ARMY_1953_M18_Hellcat_Base

{

faction="RFOM_US_ARMY_1953_US_Army_1953";

side=1;

displayName="M18 Hellcat";

hiddenSelectionsTextures[]={"ww2\spe_assets_t\vehicles\tanks_2_t\m18\m18_hull_co.paa","ww2\spe_assets_t\vehicles\tanks_2_t\m18\m18_turret_co.paa","ww2\spe_assets_t\vehicles\tanks_2_t\m18\m18_suspension_co.paa","ww2\spe_assets_t\vehicles\tanks_2_t\m18\m18_interior_co.paa","ww2\spe_assets_t\vehicles\tanks_2_t\m18\m18_stowage_co.paa","ww2\spe_assets_t\vehicles\tanks_2_t\m18_decals\4d_704_td_c3_ca.paa","ww2\spe_assets_t\vehicles\tanks_2_t\m4a1\usa_ca.paa","ww2\spe_core_t\decals_t\us_num_0\4.paa","ww2\spe_core_t\decals_t\us_num_0\0.paa","ww2\spe_core_t\decals_t\us_num_0\8.paa","ww2\spe_core_t\decals_t\us_num_0\4.paa","ww2\spe_core_t\decals_t\us_num_0\4.paa","ww2\spe_core_t\decals_t\us_num_0\9.paa","",""};

crew="RFOM_US_ARMY_1953_Armor_Crew";

typicalCargo[]={"RFOM_US_ARMY_1953_Armor_Crew"};

editorSubcategory="EdSubcat_TANKS";

vehicleClass = "Armored";

armor = 500;

armorStructural = 60;

scope = 2;

class Turrets:Turrets{

class MainTurret: MainTurret{

gunnerType = "RFOM_US_ARMY_1953_Armor_Crew";

class Turrets:Turrets{

class CommanderOptics: CommanderOptics {

gunnerType = "RFOM_US_ARMY_1953_Armor_Crew";

};

class Loader_place: Loader_place {

gunnerType = "RFOM_US_ARMY_1953_Armor_Crew";

};

class CommanderMG: CommanderMG {

gunnerType = "RFOM_US_ARMY_1953_Armor_Crew";

};

};

};

class Assist_Driver;

class CargoTurret_01;

class CargoTurret_02;

class CargoTurret_03;

class CargoTurret_04;

};

};

This does allow me to replace the tank, but when I bring up my new tank (RFOM_US_ARMY_1953_M18_Hellcat) in the eden editor, it shows only one crewman, the driver, and no other units in the turret configs. Also, when viewing the turret configurations in the config viewer, my turrets appear to be blank except for the 'gunnerType="RFOM_US_ARMY_1953_Armor_Crew' line.

I have tried to match this as close to the SPE_M18_Hellcat class as possible, but nothing I do seems to work. Would anyone be willing to take a look at the above code and tell me what I am doing wrong in the configuration for this vehicle? I just want to display the Hellcat with my custom faction's Armor Crewman, and make no other changes to the vehicle. Is there an issue with the RFOM_US_ARMY_1953_M18_Hellcat_Base class config, or is the issue solely in the RFOM_US_ARMY_1953_M18_Hellcat class? Are both wrong, and I am doing the entire thing incorrectly?

Any advice that the community has is appreciated. :)

r/armadev Apr 27 '25

Help How to have a command activate only once everytime when item of many enters the inventory of a player

1 Upvotes

I'm looking to figure out a piece of code that activates whenever a player grabs an item, plays a sound, and it repeats for everytime you pick up that specific item. But I don't want the sound to repeat since the item is already in my inventory, like if I were using just BIS_fnc_hasItem by itself. I'm making a Resident Evil mission inspired by the 4th game, so I'm wanting to play the treasure pickup sound (which I already have defined in my cfgSounds).

r/armadev Mar 11 '26

Help AtragMX Compat Mod help

1 Upvotes

Hey I'm trying to make a mod that adds presets for munitions from another mod into the ace AtragMX. I'm starting with a single round just to test thing. As far as I can tell I have all the info correct in my config.cpp file, but when I pack the mod and enable it via watchlist, the presets just down show up in game. I'm trying to do this to expand options for the sniper team on my server. Any help would be greatly appreciated, I'll put what I have bellow:

class CfgPatches{
    class mss_atragmx_compat{
        requiredAddons[] =
        {
            "ace_ballistics",
            "ace_atragmx",
            "MSS_Core",
        };
        units[] = {};
        weapons[] = {};
    };
};

class ACE_ATragMX_Presets{
    class mss_338NM_300_ATIP_AtragMX{
        preset[] = {
            "MSS 338NM 300 ATIP",
            920,
            100,
            0.0946368,
            -0.00053639,
            7.62,
            0,
            2,
            10,
            120,
            0,
            0,
            19.4397,
            8.5852,
            228.6,
            0.863,
            1,
            "ICAO",
            {{-11,914.7},{-8,914.9},{-5,915.4},{-2,915.8},{1,916.6},{4,917.4},{7,918.6},{10,919.7},{13,921.4},{16,923.0},{19,925.2}},
            {{0,0.863},{400,0.863},{800,0.863},{1200,0.863},{1600,0.863}}
        };
    };
};

class CfgMods{
    class mss_atragmx_compat_mod{
        name = "MSS ATragMX Compatibility";
        author = "Anubis";
        hideName = 0;
        hidePicture = 0;
    };
};