Arma 3
Madin AI - Dynamic AI spawn/systems
128 Comments
Merlot 14 Dec, 2023 @ 1:31pm 
any tutorial or video on HOW this works?
Dlox 19 Aug, 2023 @ 7:25pm 
Doesn't even work
3Mydlo3 2 Jun, 2023 @ 6:46am 
If something doesn't work, try MAI - DEV. It works in a similar manner and is a bit newer.
JustRyan 2 Jun, 2023 @ 4:35am 
How does this actually work? I've put down the modules, synced, but nothing happens
The_Knave 24 May, 2023 @ 12:30pm 
I have a mod where the opfor side wont respawn, any ideas on a fix? I have old missions using this faction and it works but when i use the same units with a new respawn module they dont respawn. Its very weird.
STyx2909 19 Jan, 2023 @ 5:00am 
Some inspiration from this discontinued MOD would be appreciated. ;)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=677107399
J.Dolan 18 Dec, 2022 @ 9:40am 
Support for JBad?
noumenalism 5 Aug, 2022 @ 11:37am 
Hello, I wanted to ask if it were possible to add a delay to the respawns? Thanks in advance!
Guerrila man 10 Jul, 2022 @ 11:42am 
best mod ever
Ahwama 30 May, 2022 @ 10:48am 
Hi, can u help me?, the moment the fight start, the friendly AI (team) just automatically just ungrouped and dont follow me anymore (move order still works tho) is there some solution to this? thanks
☠ Kibbe_Surdo ☠ 29 May, 2022 @ 9:02pm 
hello, is it compatible wih vcom, lambs and bcombat ? i use all three at the same time
The_Knave 1 Mar, 2022 @ 2:04pm 
how do i get vehicles to respawn after theyve been destroyed
Ghosto 11 Nov, 2021 @ 5:11am 
Found solution. Not all Tanoa buildings classes added to script. I added it and its work, but write position to each building is too hard))) just added one position for all buildings. Only in 20-30% chances bot stuck in building. But if you are Zeus, you can fix it quickly.
Ghosto 11 Nov, 2021 @ 4:39am 
How can I add Tanoa buildings support? Script cant find any and not spawn enemy. Only CBA_BuildingPos help.
JiggyPhilosopher 7 Nov, 2021 @ 8:01pm 
@Madin can i respawn a squad with a vehicle with the respawn module? Im pairing this mod with NR6 HAL, VCOM AI, LAMBS, and Ryd's FFE my battle runs beautifully but I haven't tried this mod's reinforcement module
broon13 10 Oct, 2021 @ 2:59pm 
a video tutorial would be helpful, just getting into this as i enjoy just running SP. Just cant get this to work.
Q 12 Aug, 2021 @ 3:29am 
Thank you for this great Mod. I am mainly interested in the AI Features...like Sight Adjustments. Is it working on all AI Units or only On spawed Bots? I tested it in the Editor trying to hide in forest. But it does not make a differences.
PhantomWolfX 1 Aug, 2021 @ 2:40pm 
Wow This is something i been looking for a long time! This is a Really Great Mod! Works Great with Waypoints Too!!
Parsec 1 Jun, 2021 @ 12:34am 
please make it so the mod autogenerates configs and spawn points for every building class on the map, even if they are not listed in your _knownBuildings array.
3Mydlo3 20 May, 2021 @ 6:23am 
For disabling vehicles randomization you can use:

this setVariable ["BIS_enableRandomization",false];

Put this in vehicle init, this should work.
Klon03 19 May, 2021 @ 5:12pm 
Hi, I am having two big problems with the mod, maybe you are able to help. I am using dev version and simple spawn module, though.

I want to spawn a pickup (with a gun) and make it go on a patrol with specific route set by waypoints. When the units are spawned (and the car), waypoints are also showed but the AI won't move. I have to unmount and mount them again (as a zeus), then they go to their waypoint.

Same situation but with infantry only. Here, squad goes along with their waypoints but they do not care about setting of said waypoints (speed for example).

Minor problem: how can I stop the randomisation of spawned vehicles (missing door etc)

Still, great mod! :D
GhostRecon101BN 11 May, 2021 @ 5:59pm 
i see ty
Madin  [author] 10 May, 2021 @ 10:22am 
Loadouts are saved, but other modules won't work. You can add custom script to groups/units that will be spawned.
GhostRecon101BN 10 May, 2021 @ 12:26am 
like,can i make loadouts for my ai,sync the squads to the module or something
Madin  [author] 10 May, 2021 @ 12:09am 
@Ghost_Recon what do you mean?
Mod will have an update/revrite soon™
GhostRecon101BN 9 May, 2021 @ 10:06pm 
can it spawn custom ai?
Pabloytb 9 Apr, 2021 @ 3:27pm 
nice mod, thanks
3Mydlo3 30 Jan, 2021 @ 6:48pm 
It's compatible with LAMBS but we don't use VCOM so no idea.
Essem Shakhnov 30 Jan, 2021 @ 6:25pm 
Hi, is this mod compatible with VCOM and Lambs? they are both other AI mods
Legarsov 14 Jan, 2021 @ 1:37pm 
I dont seem to be able to actually spwan any units and the tutorial world doesn't work for me. Can someone give me any help on how to do this
3Mydlo3 6 Oct, 2020 @ 1:15pm 
@vit please try MAI - DEV and check if it fixes your issue.
Madin  [author] 6 Oct, 2020 @ 12:47pm 
@vit what map? not every building in this version is supported
vit 6 Oct, 2020 @ 12:21am 
hey, i try use buildspawn but nohting happens any one knows? what cant be problme? i sync with leader group but they not spawn dont know why;/
Dancegun 14 Sep, 2020 @ 2:47am 
@Mydlo3
Thanks for the answer. i will try that :)
3Mydlo3 13 Sep, 2020 @ 10:26pm 
@Dancegun, if I remember correctly you need to place vehicle with infantry and apropriate waypoints, sync it to reinforcements module and sync that module to some buildspawn module. When buildspawn tickets end, it will trigger reinforcements. Last time when I used this it unfortunately didn't support trigger activation yet. And for now only works with infantry by vehicle reinforcement.

There is also one more useful module called simplespawn which is great to hide units in yet to be discovered areas of the map. This way when players are withing specified range, units/vehicles appear just as they were placed in editor, with waypoints and stuff. You can sync multiple groups (one unit from group is enough) to single module.
Dancegun 13 Sep, 2020 @ 6:39am 
Nice! Can't wait. Especially the reinforcement module seems promising. But I haven't figured out how it works right now:)
Madin  [author] 12 Sep, 2020 @ 12:08pm 
@Dancegun soon™ with rework, new modules and overall improvements
Dancegun 12 Sep, 2020 @ 11:58am 
Cool. A tutorial would be nice.
3Mydlo3 6 Sep, 2020 @ 12:43am 
This version of course also supports this reloaded EH even when you disable Madin AI in CBA Addon Settings.
3Mydlo3 6 Sep, 2020 @ 12:41am 
Dancegun, this version is not updated, we have MAI - DEV regularly updated with new features and enhancement. You can try it out, it is much less annoying to use (does not mess with waypoints so much) and supports reloaded EH for AIs even when mod is disabled.
Dancegun 5 Sep, 2020 @ 4:16am 
Do I have to activate Madin AI to get additional Mags for the AI? I really like the Idea of the chance of receiving extra mags, since its prolonging a firefight, but I can't really use your AI script, since its creating new waypoints and it somtimes messes up my missions.
3Mydlo3 21 Apr, 2020 @ 1:23pm 
Hello Rojoyerf, thank you for your feedback, we really appreciate it. :)

Just one question. Was your unit using this release or DEV version?
Rojoyerf 21 Apr, 2020 @ 11:02am 
The civilian area modules also suffer from similar issues. The civilians do thankfully despawn when you leave the area but for some reason every single civilian synced in an area spawns at the same time and causes more desyncs - it would be much better loading gradually like the build spawn module. Also they run around in the middle of the road.

Don't get me wrong I think the idea behind this mod is great, but in its current state its simply unfit for its intended use.
Rojoyerf 21 Apr, 2020 @ 11:00am 
The build spawn module is probably the best optimised out of them all since it spawns smaller amounts of AI at a time, but they're extremely limited as they can only be used in urban areas and they don't delete the AI again if players move away which leaves something to be desired. Additionally I suspect this module can cause server crashes.

The spawn point modules are a nice idea, but they fail to be useful for anything other than creating wave upon wave of enemies. Whenever I have tried using the spawn positions to spawn in AI at certain preset positions they not only don't remain in the state I set them in initially which severely limits the use of the module, but it also causes huge server-wide lag spikes that tend to cause massive desyncs and again make it more desirable to simply place the AI in through the editor or with Zeus.
Rojoyerf 21 Apr, 2020 @ 11:00am 
This mod is a nice concept with a lot of potential, but the execution of it is unusable in its current form. Whenever a Madin AI module has been used in one of my unit's missions it causes massive lag spikes whenever it begins spawning in AI and has even broken our server on occasion.
Sup-Horde Mode Ultra (retired) 17 Apr, 2020 @ 12:33pm 
BUG: it won't spawn AI in Tanoa buildings and other CUP, DLC buildings.
Merrin 5 Apr, 2020 @ 11:04am 
hmm mod is defo now on server and still nothing. It stops for like half a sec like it is initialising the mod in game but then nothing.
Merrin 5 Apr, 2020 @ 7:12am 
*sane
Merrin 5 Apr, 2020 @ 7:12am 
ahhh ffs I thought it had uploaded lolololol thanks for the same thinking @Madin excuse me while I bash my head against a wall somewhere. :steamfacepalm:
Merrin 5 Apr, 2020 @ 7:09am 
I am sure it is but will check.