Arma 3
Haralds AI Recruitment
34 Comments
tommi.1978 21 Apr @ 10:53am 
By the way if you still are doing updates sometime, a box for running code on (re)spawned units would be useful imo. But thank you for the advice!
tommi.1978 21 Apr @ 10:43am 
Works with mods now also . Might have been corrupted earlier.
tommi.1978 21 Apr @ 10:16am 
Yes it is working now. when i am also testing without any mods. Must try again with the earlier modset also. Might be a conflict.
Harald_Bluthaar17  [author] 21 Apr @ 6:01am 
I just tested it quickly, everything still works for me. Are you sure that you have the current version? Try to subscribe to the mod again.
tommi.1978 21 Apr @ 12:01am 
Hi! I sync units to the module, but now they disappear when i start the game. Earlier this mod worked fine.
Ralarm 1 Nov, 2024 @ 12:25pm 
best recruitment mod
Harald_Bluthaar17  [author] 14 Oct, 2024 @ 12:50pm 
The mod is at least fixed in SP! I found an issue in the respawn mechanic and fixed it. I'll be doing some MP testing with John from our amazing community over the next few days.
Greetings Harald.
Harald_Bluthaar17  [author] 13 Oct, 2024 @ 2:54am 
Thank you for reporting the bugs. It looks like there were some engine changes that broke this mod. @John, I created a Git repo and sent you a friend request on Steam. I will add you as a Git collaborator if you give me your Git name.
John 12 Oct, 2024 @ 10:54am 
Key Fixes:
Remote Execution:

The recruit action is now applied using remoteExec, which ensures that the addAction command is synchronized across clients in a multiplayer setting.
A helper function addRecruitAction is added, which uses remoteExec to apply the recruit action across all players after respawning.
Respawn Handling:

After the unit dies (waitUntil {not alive _unitToRecruit};), the script cleans up the unit (deleteVehicle _unitToRecruit) and then respawns a new one with the same settings.
The new unit is properly assigned back to _unitToRecruit after respawn, ensuring it can be recruited again.
Disbanding:

When a unit is disbanded, it leaves the player’s group and is deleted after sitting down. This is handled cleanly and avoids conflicts with recruiting the unit again later.
John 12 Oct, 2024 @ 1:09am 
Do you have github to improve? Multiplayer server have some issues to fix. Ai not recruitable after disband or diissaper after respawn. This bug performs more often after latest arma3 update.
Ralarm 10 Oct, 2024 @ 5:55pm 
I think your mod broke. Whenever the AI die they lose custom load out and you can't recruit them again.
I Am Super Soldier 3 Aug, 2024 @ 8:40am 
Can this module be placed in zeus?
kris 4 May, 2024 @ 5:58pm 
////RESPAWN////
waitUntil {not alive _unitToRecruit};
why don't you use a "Killed" event handler ?
kris 4 May, 2024 @ 5:20pm 
Hi Harald, thanks for this mod. Tried on a dedicated server, it seems that when the player disconnect, his recruits does not respawn when they die and are lost.
Arkham 23 Apr, 2024 @ 5:10pm 
Bro u litteraly save my mission, thanks a lot!!
Kaarlo 31 Mar, 2024 @ 1:43pm 
is it possible to add recruit and dismiss to all AIs that spawn in?
Hannibal 10 Dec, 2023 @ 12:18pm 
This is such a hidden gem
Harald_Bluthaar17  [author] 15 Feb, 2023 @ 9:14am 
I added some animations. I recommend the standard sitDown, especially for MP. However, you can choose some animations for SP. I only added a few because most of the animations have magical things happening like backpacks or guns disappearing.
Harald_Bluthaar17  [author] 5 Feb, 2023 @ 9:07am 
Update: Custom loadouts will be restored.
ColeMinor 29 Jan, 2023 @ 4:37pm 
Thanks for the fast response! Sounds great, thank you.
VulvaViolator 29 Jan, 2023 @ 4:36pm 
Is there a way I can apply a custom load out?
Harald_Bluthaar17  [author] 29 Jan, 2023 @ 10:29am 
That's right, you have to unpack the mod (bi mod tools) and then you can edit the scripts/recruit.sqf and use it for your mission. You have my permission to use the script for your mission.
ColeMinor 29 Jan, 2023 @ 9:54am 
Hey Harald, great mod thank you!
I am making a SP mission with a high emphasis on immersion and atmosphere, I would really like to change the sitting animation to something more casual like standing around etc. I was advised I would need to edit your mod and embed it in a mission to do so. Is that so, and do you allow permission to do so provided I credit you in the credits? Thanks
Harald_Bluthaar17  [author] 12 Dec, 2022 @ 10:41am 
Unfortunately, animations are not mp compatible, so I didn't use them.
Play3r 11 Dec, 2022 @ 12:45am 
It could be nice if you could set the animation on the unit that you have to recruit, and the unit goes out of animation when it is recruited and back when is is spawned back in.
RusComBear 21 Jul, 2022 @ 8:56am 
A simple, but very useful mod. One little issue tho: if i modify unit loadout in the editor, repawned unit won't retain it (will revert to default loadout instead). I tried to use eventhandler scripts for respawned entities, but it seems this mod don't actually uses respawn function, so it had no effect.
Any chance to add restoring custom loadouts on respawn as an option in this mod? Scripting that is quite simple, but it looks like it needed to be implemented in the mod itself.
Bagback 2 Jan, 2022 @ 5:06am 
Thank you for the fast response and it is for SP. I will see what i can do with it thanks for help.
Harald_Bluthaar17  [author] 2 Jan, 2022 @ 4:07am 
If I remember correctly, animations are not MP compatible, so I used a "sit" action command. In SP you can use animations in the script, for this you have to unzip the mod and change some lines in the recriut.sqf. You can also change loadouts with code commands there. So you need some knowledge of scripting in arma. The latter can easily be achieved by setting the respawn timer to 86400s, which is a day for example, or by deleting the respawn part in the recruit.sqf.
Bagback 2 Jan, 2022 @ 3:46am 
Hey im working on a mission and am wondering if there is a way to make the ai use a certain animation and loadout when they respawn and also perma death?
Harald_Bluthaar17  [author] 6 Nov, 2021 @ 1:33pm 
-Works in multiplayer, but with restrictions.-
Harald_Bluthaar17  [author] 23 Oct, 2021 @ 12:59pm 
Dont worry i expected this more or less, because i wrote it just for singleplayer and im quite new to scripting. Unfortenly i have nobody who test with me. I'm working on an other script/mod, maybe i will learn to handle multiplayer.
Solesuspect01 23 Oct, 2021 @ 11:58am 
hello just tested it in MP, It did not work. My friend has the mod loaded. not complaining i'm just letting you know, thanks for the awesome mod.
Harald_Bluthaar17  [author] 23 Oct, 2021 @ 5:00am 
you are welcome!
LtCysaber 22 Oct, 2021 @ 8:38pm 
THANK YOU SO MUCH