Arma 3
HBQ_SpawnSystem
1,078 Comments
Q  [author] 23 hours ago 
@alt ZOV. Ok I will try to Identity the issue.
alt ZOV 23 hours ago 
i had problem on altis or every other map, and rhs vehicles or other modded
alt ZOV 23 hours ago 
Not the first time when this happens. I sync tank/btr to module, the first wave goes good, but others just stuck. Vehicle spawn and doesn't move any wave, does nothing. Only solution I find is spawning 1 vehicle by time, without waves
Q  [author] 23 hours ago 
@alt ZOV I would need some more Infos: which Tanks? Which map? Does it happen only with Wave spawns?
alt ZOV 23 hours ago 
Why tanks dont move after spawn through wave? they just stop moving and dont go to move point
Mumus 23 Jun @ 6:50am 
Thanks, @Q!
Q  [author] 22 Jun @ 9:37pm 
@Mumus you need to make another trigger and use it as a kill trigger in HBQ
Mumus 9 Jun @ 6:05am 
@Q, can i despawn static units, if the players are leaving the synced trigger area (like Return to Base with moving units)?
Mumus 31 May @ 8:20am 
@Q, thx for your quick answer! :)
Q  [author] 31 May @ 5:14am 
@Mumus. Both versions should work just fine. But Lambs dev is a beta. So the can be issues by lambs
Mumus 31 May @ 4:58am 
@Q!
HBQ is compatible with LAMBS_Danger.fsm (DEV) or just with LAMBS_Danger.fsm?
Q  [author] 30 May @ 11:18am 
@maskingunnar. Thanks for reporting. I will look into this
Ma$kingunnar 25 May @ 8:00am 
i get this "16:44:43 Error position: <_ChecksDelay / 10);
if (isNil "_SpawnMo>
16:44:43 Error Undefined variable in expression: _checksdelay
16:44:43 File HBQ_SpawnSystem\modules\Spawner\functions\fn_initSpawner.sqf..., line 626
16:44:43 Error in expression <ile { _trgActive == false } do {
sleep (_ChecksDelay / 10);
if (isNil "_SpawnMo>
" log spam in my .rpt, what is the cause of this?
Q  [author] 21 May @ 9:54am 
For Commander B you use "RydHQB_Included"
Q  [author] 21 May @ 9:53am 
@djnattyd you can should be able to do that with the Code at Target pos. If you put this code in the Field the groups should be added to HAL when they reach the targetposition:

RydHQ_Included pushback Spawnedgroup; publicVariable "RydHQ_Included";
djnattyd 21 May @ 9:21am 
@Q is it possible for you to implement a delay on spawned units being passed onto a HAL commander? I've noticed that units spawned with a transport vehicle tend to be issued commands before they've disembarked and as a result the transport gets sent into combat instead of dropping off the troops
A. Ares 16 May @ 9:34am 
Roger that @Q , thank you for letting us know. Looking forward to the rewrite!
Q  [author] 16 May @ 7:25am 
Also you can sync a specific moveposition to the module and they will go there
Q  [author] 16 May @ 7:25am 
@Cypher also when you want the units to get waypoints at the player position you need to enter the playername as spawncenter.
Q  [author] 16 May @ 4:18am 
@A.Ares and @ThePunisher. Tutorials are planed when I released the rewrite of HBQ.
Q  [author] 16 May @ 4:18am 
@cypher instead of lambs danger rush you can use Engage options. Engage when enemy near works with Troop transports.
Q  [author] 15 May @ 9:55pm 
@cypher that can not work as lambs rush is only working with infantry. Also when you disable waypoints it means that the spawnposition is the targetpos and troops will immediately disembark
Cypher 15 May @ 8:28pm 
I can't seem to get a troop transport functioning properly when "Generate Waypoints" is off. I'm doing that because I want the units to immediately start using LAMBs Rush when they spawn, but the spawn moves. I have it set to spawn within a certain radius of the players no matter where they go. The spawn positions follow the players just fine, but the troops spawn inside the truck and immediately get out to start rushing (even if far away). If I turn "Generate Waypoints" back on, they stay in the back of the truck but they ride to the Module Position, rather than toward the players.
A. Ares 15 May @ 6:39pm 
Actually... To be honest @Q , a video tutorial would be great! It does not need to be perfect or super edited or anything... But it would be good to see how you manage and use all these features!
ThePunisher 15 May @ 10:16am 
can u make a video tutorial on how use every setting in the module / thanks
Q  [author] 10 May @ 6:06am 
@TT yes with ignore enemies option you can achieve this. There is many options to ensure units reach their target.
TT 10 May @ 6:01am 
Can this mod ensure that AI follows a designated route without deviating?
FreeSoldja 30 Apr @ 9:07pm 
spawn condition: (Player distance vehicle HBQ_patrolRoads) <= 400; // to start the module with distance of the same one.
gatordev 23 Apr @ 7:52am 
Thanks for the reply, Q. I haven't used this in quite some time, so I was still thinking it did it how it initially worked. Your new way actually lets me randomize fireteams, which is helpful.
the tur 23 Apr @ 5:47am 
sure! already send the .sqm in discord
Q  [author] 23 Apr @ 4:51am 
@the tur: I am not able to reproduce the issue. Is it possible for you to join the discord and send me a mission file?
Q  [author] 23 Apr @ 4:20am 
@the tur: Ok. thanks for the Informations. I am trying to replicate the issue.
the tur 23 Apr @ 4:16am 
Malden 2035, and it happen when i use sync spawnpositions.
Q  [author] 23 Apr @ 4:06am 
@the tur: Which map? Does it happen on Vanilla maps? Also does it only happen with automatic Spawnpositions or also when you sync spawnpositions?
the tur 23 Apr @ 3:54am 
and APC, IFV, anti-air vehicle
the tur 23 Apr @ 3:49am 
all the tank from those mod
the tur 23 Apr @ 3:48am 
CUP Vehicles
Community Factions Project (CFP)
(CUP) People's Liberation Army [LEGACY]
RHSAFRF
RHSAFRF VDV Spartans of Gostomel
RHSAFRF SOBR National Guard
RHSUSAF
Q  [author] 23 Apr @ 3:21am 
@the tur. Which Tanks are you spawning? Which Mod?
the tur 23 Apr @ 2:11am 
The new vehicle spawn has some problem, the crew leave their tank and apv immediately and get shot by the enemy.
I don't know why when the vehicle respawns, the engine gets damaged immediately even though nobody is attacking them.
Q  [author] 22 Apr @ 11:21pm 
@gatordev: If you sync more than one group to a spawner it should randomly spawn one of the synced groups. The units within a group are not randomized. Only if you set the groupsize higher than the synced group has it will add random units of that group. So for example you have one group of 4 and one group of 8 units synced the spawner should spawn randomly groups of 4 or 8 units. In a very early version of HBQ the spawner would spawn groups with random units...but now it will spawn the groups as they are synced by default. I just tested it and it works as exspected.
to randomize groups more you can set groupsize for example to 4,8. Than the group should have random amount of units between 4 and 8.
if you set groupsize to -1 (default) it will always spawn the groups as they are synced. For better support please consider joining the discord where you can also post images which makes it easier to help.
gatordev 22 Apr @ 1:32pm 
I started messing with this again after all of your updates and it really has become very powerful. However I'm having an issue with initial spawns. Let's say I have a group of 8 units (let's say they're named "1", "2", etc to make it easy to understand) and if I placed the units in the editor in the same order as their names (the first unit placed is "1", second unit is "2), etc), and I tell it to spawn 3,5 units per group, It will always spawn units in the same order as their placement. So if I have a group of 3 units, it will always be units "1"-"3". If I have a group of 5 units, it will always be units "1"-"5". I'll never see units 6-8. In the past, I thought the spawn was random. Am I doing something wrong now or is this intentional?
Q  [author] 21 Apr @ 11:21pm 
@Maskingunnar: If you dont enable waves one group will spawn on each spawnposition.
I dont understand what you mean with spread out across spawnpositions. If you mean each unit should spawn on a different spawnposition you can set groupsize to 1 and use single group option.
Ma$kingunnar 20 Apr @ 5:20am 
or have the group spread out across the synced spawnlocations?
Ma$kingunnar 20 Apr @ 5:10am 
having multiple spawnlocations synced to one spawn module, can i have 1 group spawn per spawnlocation?
Q  [author] 20 Apr @ 4:49am 
@kalle you mean Ambient voices? In might take a few seconds. The Talking frequency can be set higher. The Talking Radius also determines how close a player needs to be.
Kalle 20 Apr @ 2:49am 
The AI dont seem to speak when the function is activated? Any suggestions?
Q  [author] 17 Apr @ 1:19pm 
@altZOV. That has nothing to do with hbq. That’s an issue of Arma or not correctly Codes Terrain mods.
alt ZOV 17 Apr @ 1:14pm 
why vehicles cannot cross any bridges, it just stuck on there
Q  [author] 16 Apr @ 12:42pm 
@FreeSoldja. I am currently Not into that. Still working on the new Arma3 Version. But I will for sure Look into Reforger/Arma4. There is nothing more to say about it yet.
FreeSoldja 16 Apr @ 11:55am 
Awkward question... Do you have plans to bring hbq to arma reforger? I really want to start in the modding of that game.