Arma 3
Spyder Addons
389 Comments
Ace 26 Jun @ 10:23am 
Oh, this mod is no longer supported. Hasn't been updated in 6 years.
rickyjumb 20 Apr @ 2:28am 
Would it be possible to add support for 2 primary weapons mods? Thanks
Ace 31 Mar @ 4:55pm 
Can you change the vehicles spawner so it spawns on the exact X, Y, *and* Z coordinates of the marker placed?

Right now I'm trying to place a respawner on a carrier. However, a carrier is an object, so ArmA keeps spawning the objects at the bottom of the ocean or way up in the air, destroying the vehicle. For some reason the game just REFUSES to place it on the damn marker where I want it to actually be.

It is so infuriating because the vehicle spawner is SO INCREDIBLY USEFUL on other missions. Please change how it handles spawns. While you're at it, I'd appreciate the ability to set it for a limited number of spawns or a timed cooldown if I so choose.

A player discovered he can spam the vehicle spawn and set off an endless chain explosion and now it's a meme everyone else has adopted and I can't make them stop except by removing the spawner.
Stami 25 Mar @ 10:07am 
Hey could u add support for this mod:
{LINK REMOVED}
or any other 2 primary weapon mod ?
Dark Demon 17 Jan @ 8:40am 
for the recruitment menu and loadout
Dark Demon 17 Jan @ 8:39am 
why does this dissapear after using it once, or joining back into the server, bloody annoying. spend more time fixing this then my mission
SpyderBlack723  [author] 14 Jan @ 5:52pm 
_this allowDamage false
CHASKOH 14 Jan @ 2:54pm 
In the "Code" textbox of the Recruitment module menu, what kind of code would I use to disable damage on a spawned AI?
Yuri Prime 24 Dec, 2024 @ 1:35am 
Too bad :(
SpyderBlack723  [author] 22 Aug, 2024 @ 12:30pm 
It was removed because it was never in a functional state and I had no desire to keep developing it.
Atlas 19 Aug, 2024 @ 10:23pm 
Was the insurgency module removed from this mod?
N. Sackett 24 Jun, 2024 @ 3:05pm 
Is there a good walkthrough for this
N. Sackett 24 Jun, 2024 @ 3:04pm 
How do I use this? I see it in editor, but then I don't have any idea what to do after I place it
Phil J Herman 24 Jun, 2024 @ 9:20am 
I was using this with SOG and ran into a problem with the recruit module where only pilots would show. I solved it by blacklisting all pilots and crew and then whitelisting units I wanted. I wanted to leave this here for reference in case anyone has the same issue. Thanks for the great mod!
SpyderBlack723  [author] 4 May, 2024 @ 2:45pm 
Yes, it does
STyx2909 1 May, 2024 @ 5:43am 
Hey Spyder! Got problems with Call To Prayer module.
I have an error message.
14:24:46 [SpyderAddons] Call to Prayer: Playing prayer - 15.5 <= <=
14:24:46 Error in expression <en {
[_logic,"prayerActive", true] call ALiVE_fnc_hashSet;
_prayerActive = true;>
14:24:46 Error position: <ALiVE_fnc_hashSet;
_prayerActive = true;>
14:24:46 Error Undefined variable in expression: alive_fnc_hashset
14:24:46 File x\SpyderAddons\addons\civ_callToPrayer\fnc_callToPrayer.sqf..., line 189

Does it require ALIVE???
Karelian Mountainkeeper-Hobo 2 Dec, 2023 @ 9:21am 
so, with that mod i be able to make the dialogs with AI?
Sudo 9 Sep, 2023 @ 10:10pm 
How to limit the spawn of vehicles, or the maximum number?
Loki 6 Sep, 2023 @ 11:38pm 
I have kind of got the vic spawner to work but it puts them in the bottom left of the map no mater what I do
Extradaemon 31 Jul, 2023 @ 12:06pm 
Seem to be getting an error with the vehicle spawner
```Error Undefined variable in expression: _pos```
milk man² 10 Jul, 2023 @ 12:33am 
Vehicles dont show up on the spawner for some reason, it will work sometimes but its VERY rare.
Sudo 5 Jun, 2023 @ 3:50pm 
??
Sudo 9 May, 2023 @ 6:01am 
How to limit the spawn of vehicles, or the maximum number?
Broletariat 14 Mar, 2023 @ 4:01pm 
It might, I'm not sure
SpyderBlack723  [author] 13 Mar, 2023 @ 11:21am 
Unit spawn code is executed on the server, does AIS require local execution?
Broletariat 12 Mar, 2023 @ 10:37pm 
I am running into a slight bit of trouble with the unit spawner. The spawner itself works flawlessly, however it doesn't appear to be running code that I setup in the "code" box for the spawner. The code in questions is "_this call AIS_System_fnc_loadAIS;". Everytime a player spawns an AI, it is not actually added to AIS until I manually run the same code in the unit's int box. Any ideas?
hobbit_lv 15 Feb, 2023 @ 9:14am 
What could be reason of vehicle spawner not working in multiplayer? I am pretty sure the set up is correct, as it works perfectly in the editor preview, but once mission is actually started on server, vehicles can't be spawned?
Soldier spawner works just fine, I observe issues only with vehicles in multiplayer.
SpyderBlack723  [author] 4 Feb, 2023 @ 9:19am 
It's vanilla AI behavior, so any AI mod that addresses this issue will work.
Lord_Diablo 4 Feb, 2023 @ 5:13am 
no, i didnt, i ended up removing the mod
Mice 4 Feb, 2023 @ 3:01am 
@Wood Morning @lord_diablo Did you figured this? I'm having same problem
Livernoonions 18 Jan, 2023 @ 12:37pm 
Is there a way to edit the ambient vehicles to not speed and run over everything?
Lord_Diablo 9 Jan, 2023 @ 8:49am 
I cannot spawn any vehicle using the module, the menu opens, i click the vehicle, when i click the spawn button, it dispays an ace error which says that ace common cannot interact
The Creacher 17 Oct, 2022 @ 9:43pm 
Does the vehicle spawner still work? The list populates using my whitelisted vehicles (testing with the vanilla Commanche helicopter) but when I hit spawn, nothing happens. I have synced the module with an object (flagpole) that I am using to access the menu. I placed down a helipad prop and named it air_spawner. I added air_spawner to the Spawn Position field. I haven't touched anything else. Any ideas what I missed?
Frostedawg 25 Jul, 2022 @ 9:05pm 
also has anyone gotten the recruit module to work with macv sog units? I put B_MACV in factions and it only lets me recruit all the pilots and and what not. no actual troops.
Frostedawg 14 Jul, 2022 @ 5:14pm 
So I was wondering if anyone had any magic way of getting the vehicle spawn to work on the carrier? I have been testing and changing spawn heights over and over trying to be able to spawn jets, helicopters, and even ground vehicles on the carrier deck.
SpyderBlack723  [author] 11 Jul, 2022 @ 7:57pm 
@Dirty Pagan
For that specific script, it looks like you can just copy the contents of that github link (if you DL it -> Click on "Code" > "Download ZIP") and just throw it directly in your mission folder and it should work.
☠ Kibbe_Surdo ☠ 11 Jul, 2022 @ 5:52pm 
Thx spyder I often receive those github scripts but never learned how to apply them on my singleplayer games, (honestly i often struggle to do so) would you know a link to a tuto that can teach me ?.
Frostedawg 28 Jun, 2022 @ 9:34pm 
awesome thanks much!
SpyderBlack723  [author] 28 Jun, 2022 @ 9:07pm 
Place a unit from the desired faction in the editor, then play as that unit. Once the game loads, pause and run the following code in the debug console in the center of the screen.

copytoclipboard (faction player);

then you should be able to just ctrl-v the faction into the module field.
Frostedawg 28 Jun, 2022 @ 6:54pm 
so I'm trying to add ww2 factions from ifa3 and what not to the recruit mod but i cant find the faction tag to whitelist. Anyone try/ have any luck with that?
☠ Kibbe_Surdo ☠ 5 Jun, 2022 @ 7:47am 
Hi i am looking for a script that can disgusie you as the ennemy
A. Ares 17 Mar, 2022 @ 2:57am 
@Altinova mate, to be honest, I haven't use this mod for at least 1.5 years now so I don't really remember the whole set up. It is not really difficult to create a REALLY SIMPLE "currency" system through scripting but I will have to check it out again. I acccepted your friend request so we can talk more there...
Altinova 16 Mar, 2022 @ 10:33pm 
@A. Ares any chance i can get that script?
viranto 13 Mar, 2022 @ 6:50am 
Always the best mods dies first :/
X 7 Mar, 2022 @ 8:37pm 
I don't know is Spyder still helps, but can anyone help me? I've made a custom BLUFOR faction with ORBAT from Alive. I'm currently trying to figure out why my faction's units wont fully appear on the Spyder recruitment module. I've made 10 units but only 4 appear. So it's not that the faction class name isn't put correctly it's something else yet I can't tell what it is. It could possibly be a mod interfering with it like equipment because I'm using multiple mods, but I can't say for sure.
If anyone can help, thank you in advance. I've checked through multiple forum posts already for something that could help but found nothing.
A. Ares 15 Jul, 2021 @ 5:41am 
@TheCypherZA, if I remember correctly, there is a "script" box (that let you run a script every time you spawn a unit. It is pretty easy to script that so you will subtract the cost of the unit from the total. PM if you need help with that!
TheCypherZA 15 Jul, 2021 @ 3:09am 
Is it possible to add a points cost to the spawners so that teams cannot just spawn whatever, however many times they want?

Points rewarded through completing objectives/capturing towns etc
Oleg Grindstone 24 Jun, 2021 @ 9:37am 
@CryptikLemur

Polpox has a very nice real time pylon editor mod that's essentially maser arm from SOG.
SpyderBlack723  [author] 7 Jun, 2021 @ 8:18pm 
This mod is no longer being developed.