Arma 3
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Mission Resource Spawner Module
   
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Data Type: Mod
File Size
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Updated
258.405 KB
11 Jun @ 6:00pm
26 Jul @ 12:38pm
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Mission Resource Spawner Module

Description
MRSM Flexible modular warfare system is adaptable to many mission scenarios from small scale to full map with multiple AOs. Spawns in vehicles either crewed or uncrewed. Easily create scenarios or provide vehicles for players.

Populate map with operational areas using seperate VP modules and triggers to desired scale. Combine TSS + TSD on the same trigger for "on-demand" AO spawning/despawning of opposition forces.



QUICK START VEHICLE SPAWN


Provides for randomized spawning of crewed or uncrewed vehicles:

1. Place down VP module
2. Place down V module and sync to VP module
3. Place a vehicle (e.g., a tank or truck) and sync it to the V module. This vehicle is a template and will be deleted on mission start
4. Place down a WP module and sync to VP module
5. Play

QUICK START AO WARFARE MODE


Set up a single or multiple AOs to populate map:

1. Place down a trigger with blufor present, repeatable, radius of desired AO size
2. Place a TSS (Trigger Sync Spawn) and TSD (Trigger Sync Despawn) module. Sync both to the same trigger.
3. Place down an VP module near the center of the trigger and set the side to opfor*
4. Sync the VP module to TSS and TSD
5. Place down a V module and sync it to VP
6. Place down an opfor vehicle(s) and sync to V
7. Place down one or a few WP modules inside the AO and sync to VP
8. Play as blufor and attack the AO

* Setting the VP module’s 'side' to spawn desired blufor/opfor/etc.

QUICK START COUNTERATTACK


Hold the objective after seizing:

1. Place down a trigger for seized by blufor, size of objective area
2. Make an opfor vehicle pool as in scenario #1 (at distance away)
3. Set the pool size and max active to 5 (adjust as needed)
4. Place down TSS and sync to both the trigger and VP
5. Place down one or more WP modules at the objective and sync to the VP
6. Play as blufor and capture the objective

QUICK START DOMINATION


Control sectors to stop enemy spawns:

1. Follow the steps for simple vehicle spawn or AO warfare mode
2. Place down a trigger for seized by blufor, size of objective area (can also use triggers for eliminate hvt or destroy structure)
3. Place down a TSM and modify the poolsize to 0 (stops spawn)
4. Sync TSM to trigger and to enemy VP

VEHICLE POOL MODULE (VP)


Parameter
Description
Default
Side
Faction of spawned vehicles (BLUFOR/OPFOR/Indep/Civ)
West
Spawn Delay
Seconds between spawn attempts
30
Spawn Radius
Radius around module for vehicle spawn
50
Create Crew
Automatically create crew for spawned vehicles
True
Attack/Defend/Patrol
Vehicle AI behavior at waypoint
Patrol
Patrol Radius (Min)
Minimum patrol radius (meters)
50
Patrol Radius (Max)
Maximum patrol radius (meters)
150
Damage Threshold
Vehicles above this damage are considered inactive
0.15


Sync to:
* V module
* WP module
* TSS module
* TSD module

VEHICLE MODULE (V)


Parameter
Description
Default
Pool Size
How many of this vehicle can be spawned (-1 = unlimited)
-1
Max Active
Maximum number of this vehicle active at once
3
Resource Array Weight
Selection weight for randomization
1
Init Script
Script run on vehicle spawn (use _vehicle)
(empty)


Sync to:
* VP module (as many v as desired to 1 vp)
* vehicle (limit 1 vehicle per v module, 1 type per vp module)

WAYPOINT MODULE (WP - optional)


Parameter
Description
Default
--
No parameters (acts as a waypoint marker)
--


Sync to:
* VP module

TRIGGER SYNC SPAWN MODULE (TSS - optional)


Parameter
Description
Default
On Activated
Enable spawning when trigger activates
True
On Deactivated
Stop spawning when trigger deactivates
True


Sync to:
* VP module (limit 1 tss per vp)
* trigger (limit 1 trigger per tss)

TRIGGER SYNC DESPAWN MODULE (TSD - optional)


Parameter
Description
Default
On Activated
Despawn vehicles when trigger activates
True
On Deactivated
Despawn vehicles when trigger deactivates
False
Despawn Crewed Vehicles
Include vehicles with crew
True
Despawn Uncrewed Vehicles
Include vehicles without crew
False

TRIGGER SYNC MODIFY MODULE (TSM - optional)


Parameter
Description
Default
On Activated
Apply changes when trigger activates
True
On Deactivated
Apply changes when trigger deactivates
False
Pool Size
New pool inventory (-1 = infinite, -2 = no change)
-2
Max Active
New max active vehicles (-2 = no change)
-2
Spawn Delay
New spawn delay in seconds (-2 = no change)
-2
Spawn Radius
New spawn radius in meters (-2 = no change)
-2

Sync to:
* VP module (can sync to multiple pool modules)
* trigger (limit 1 trigger per tsm)

SQUAD POOL


Squad pool modules are a mirror of the vehicle pool except for infantry. You can sync the same TSS, TSD, WP, etc. to the squad pool as you would the vehicle pool. Sync all squad members to the squad module.


FUTURE PLANS & DISCORD



Features requested:

Line of Sight -> player distance check for now

Near road spawning - probably

Dedicated server - most likely yes
-does not have any player reference
-does not need synchronization across machines
-all spawning is done on the server

Wrong side spawing - will investigate

https://discord.gg/3wQqdGBe


9 Comments
bannanadan  [author] 28 Jul @ 6:38pm 
Hello everyone, I'm transferring this project to Evolution Warfare System which will also include sector control, urban warfare, and mission generation. If possible, please update your subscriptions to the new page. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3531915125
bannanadan  [author] 29 Jun @ 3:31pm 
new module added - TSM (trigger sync modify, see the guide for use)
bannanadan  [author] 29 Jun @ 3:21pm 
guides added for new scenarios
0x00 26 Jun @ 11:36pm 
neato thanks, btw third syntax for https://community.bistudio.com/wiki/createVehicleCrew sets side, no need for custom init
bannanadan  [author] 26 Jun @ 7:38pm 
We now have player distance checks
bannanadan  [author] 18 Jun @ 6:19pm 
Will update the future plans section.
0x00 18 Jun @ 1:01am 
Like the concept, few thoughts...

Spawning vehicles to a different side doesn't work
By default TSD is only activated on trigger activation instead of deactivation
Despawning is too abrupt, should likely check if vehicle is within players view distance before despawning
Spawned vehicles should ideally be spawned on a road (if near one), facing the same direction as VP module, else they tend to get stuck
Clarification on dedicated server support would be useful to avoid people asking about it too...

Cheers, look forward to seeing infantry support
bannanadan  [author] 16 Jun @ 12:17pm 
Correct. I'm trying to hopefully keep the discord link active.
CHASKOH 15 Jun @ 11:19pm 
This is interesting. Does it make starting battles a little easier? Create AO's and all of the like?