Mission maker · chapter 01 of 06
Get started / Install, load order, Eden modules
Get the seven PBOs in the right order, understand which module belongs to which component, and make the first decision about what the mission needs.
You build in Eden and write mission init files. The mission-maker guide covers everything the addon offers without touching SQF internals: modules, items, ready-made scripts, and the configuration values that shape them.
Install and load order
The suite ships as seven mod folders. Load FF_Core first, then the feature mods, then FF_Horror, which depends on all of them. Every client, headless client and the server need the same set. FF_Spectator is independent: missions that do not use spectator can leave it out entirely.
| Mod folder | PBOs | Needs | What it brings |
|---|---|---|---|
| @FF_Core | FF_core.pbo | CBA | Shared editor categories, module bases, UI contracts |
| @FF_Utils | FF_utils.pbo, FF_utils_assets.pbo | Core, CBA, ACE, ACE Arsenal | Wardrobe, circuits, faulty optics, documents, items, AI balancing, reconnect recovery |
| @FF_Cinematic | FF_cinematic.pbo | Core, CBA | Camera paths, gravity pulses |
| @FF_CBRN | FF_cbrn.pbo, FF_cbrn_assets.pbo | Core, CBA, ACE medical | Hazards, filters, SCBA, detector, decontamination |
| @FF_Zeus | FF_zeus_suite.pbo | Core, Utils, CBA | Curator footer, FPS monitoring, look orders, volunteer service, drone/music/ready-room/fault dialogs |
| @FF_Spectator | FF_spectator.pbo | Core, CBA, Cinematic | Opt-in spectator service: camera presets, command broker, UI, optional TFAR/ACRE2 |
| @FF_Horror | FF_horror.pbo | All of the above, CBA, ACE | Soul respawn, skulls, hordes, atmosphere, scares, themed items and media |
Restart Arma after replacing a PBO. ACE builds its item-category cache at startup and a loaded PBO is locked by the engine. For side-by-side testing use a separate release folder name.
ZEN is optional everywhere. Without it you lose the custom Zeus dialogs and the FF module menus, but you keep the curator footer, the public functions and every Eden module.
Modules, by component
All modules live under Systems > FF: …. Settings modules should be placed once; hazard zones, skulls, gravity pulses and circuit nodes may be repeated.
GUI Utils
Circuit producer / gate / consumer, faulty night vision equipment, wardrobe access, wardrobe settings.
CBRN CBRN
CBRN settings (once), CBRN hazard zone (repeatable, can start simulation on its own).
HOR Horror
Soul respawn settings, flying skull, gravity pulse.
Zeus dialogs (hordes, spawn settings, soul tools, atmosphere, scare, status rates) are covered in the Zeus guide. Full attribute lists are in Module reference.