---
name: "BIS_fnc_destroyer01EdenInit"
type: function
status: ok
groups: ["Destroyer"]
arma3_since: "1.84"
locality: {"argument": null, "effect": null, "server_exec": false}
source: https://community.bistudio.com/wiki/BIS_fnc_destroyer01EdenInit
revid: 378106
updated: 2026-02-14T23:03:19Z
---

# BIS_fnc_destroyer01EdenInit

*Function · Destroyer · Arma 3 v1.84*

## Description

- This is a sub function designed to assemble dynamic ship (multi-part structure) in EDEN editor. Ship consists of multiple sub-objects that are linked together based on precise memory point positions in 3D space. Function will update initial init setup on EDEN editor invoked.

## Syntax

```sqf
[mode] call BIS_fnc_destroyer01EdenInit
```

**Parameters:**

- `mode`: [Number](../topics/Number.md) - 0 for ship base, 1 for array of objects

**Returns:** [Nothing](../topics/Nothing.md)

## Examples

### Example 1

```sqf
class Eventhandlers
{
    init = "_this call BIS_fnc_Destroyer01Init";                                //main init fnc, will assemble ship in game
    AttributesChanged3DEN = "_this call BIS_fnc_Destroyer01PosUpdate";            //function to update objects position in EDEN editor if attributes changed by player
    Dragged3DEN = "_this call BIS_fnc_Destroyer01PosUpdate";                    //function to update objects position in EDEN editor if attributes changed by player
    RegisteredToWorld3DEN = "_this call BIS_fnc_Destroyer01EdenInit";            //initial EDEN init fnc (main init is still called)
    UnregisteredFromWorld3DEN = "_this call BIS_fnc_Destroyer01EdenDelete";        //function  to delete all ship objects in EDEN editor
};
```

## Function header

The comment at the top of the function's file in the game; this page's description, examples come from it.

```sqf
/*
Author: Bravo Zero One development
- John_Spartan

Description:
- This is a sub function designed to assemble dynamic ship (multi-part structure) in EDEN editor. Ship consists of multiple sub-objects that are linked together based on precise memory point positions in 3D space.
Function will update initial init setup on EDEN editor invoked.

Execution:
- Call from EH on the main ship's base model (blank model with memory points and reference config).

    Example:
    class Eventhandlers
    {
        init = "_this call BIS_fnc_Destroyer01Init";                                //main init fnc, will assemble ship in game
        AttributesChanged3DEN = "_this call BIS_fnc_Destroyer01PosUpdate";            //function to update objects position in EDEN editor if attributes changed by player
        Dragged3DEN = "_this call BIS_fnc_Destroyer01PosUpdate";                    //function to update objects position in EDEN editor if attributes changed by player
        RegisteredToWorld3DEN = "_this call BIS_fnc_Destroyer01EdenInit";            //initial EDEN init fnc (main init is still called)
        UnregisteredFromWorld3DEN = "_this call BIS_fnc_Destroyer01EdenDelete";        //function  to delete all ship objects in EDEN editor
    };

Requirements:
- An array of ship parts/objects as a variable attached to main ship base. This array is created by main BIS_fnc_Destroyer01Init.

Parameter(s):
    _this select 0: mode (Scalar)
    0: ship Base/object
    and
    1: array of objects in variable in base objects names-pace ["bis_carrierParts", []];

Returns: nothing
Result: Ship's position is updated in EDEN editor.
*/
```

<sub>Source: [BI Community Wiki — BIS fnc destroyer01EdenInit](https://community.bistudio.com/wiki/BIS_fnc_destroyer01EdenInit) (revision 378106).</sub>
