Arma 3
[HZ] Dynamic AI Spawner
76 Comments
Twom 16 Jul, 2024 @ 5:50pm 
Doesn't Spawn Hostiles. Errors constantly on screen. No update in 7 years, no suprise.
Twom 16 Jul, 2024 @ 5:16pm 
Error everytime, constant AImovement error. Only mod running. Doesn't spawn hostiles.
The omega crazytails 6 Jan, 2024 @ 9:46am 
I'm guessing this does not work with custom factions from mods
ilias 28 Jul, 2023 @ 2:41am 
does this work as a module in Zeus ?
Soviet Onion 27 Jul, 2023 @ 9:26am 
Nevermind, I didn't have it loaded...
Soviet Onion 27 Jul, 2023 @ 8:37am 
I may be stupid, but I can't find it in Eden or Zeus.
JustRyan 2 Jun, 2023 @ 4:47am 
Does this work with custom factions?
KriggyPlays_TV 23 Feb, 2023 @ 8:37am 
great mod, saving me hours and hours and tons of FPS for my mission building, but i have one question, under the "wave(ai left)" section do those values force respawn of the AI? because im trying to setup a mission at the moment where i need them to not respawn after defeat
NightJay 12 Feb, 2022 @ 5:59pm 
how do you give them waypoints?
HoodleCV 3 Feb, 2022 @ 5:04am 
Is it possible to set somewhere what types of units he should spawn? for example, units from mods and not the predetermined ones? Thank you
Benni 1 Aug, 2021 @ 11:20am 
Is it possible to set somewhere what types of units he should spawn? for example, units from mods and not the predetermined ones? Thank you
kevinlee4400 29 Mar, 2021 @ 1:24pm 
can you make cup and rhs work with this
Tumble Trash᠌ ⁧⁧ Official 29 Jan, 2021 @ 7:13pm 
is it possible to give custom faction, such as a Wehrmacht or Soviet?
Rook 22 Dec, 2020 @ 8:55pm 
How do you set it to where you only spawn AI squadmates ?
Warlocc 27 Aug, 2020 @ 1:17pm 
Great mod, just as soon as it can support custom factions.
shirinmak 21 May, 2020 @ 3:14pm 
Will the AI automatically start patrolling the map? I want to make scenarios like a game of Attrition from Titanfall 2 or a game of Ravenfield.
AM 1 May, 2020 @ 5:54am 
@thewizardofmayhem how did you get them rhs factions
Twom 30 Apr, 2020 @ 10:03pm 
You might be the only one working on this type of spawn module that currently actually works.
- a way to limit how many units spawn
- a way to set custom factions CUP & RHS hint hint :)
- some way to read a waypoint marker
Nice mod, just hard to pace with a nice group spawn script with custom units, advanced waypoints, loadout, and rank & skill level. Something like this that can facilitate what a script will do, is always going to be used.
Hortzy  [author] 12 Apr, 2020 @ 2:24pm 
@FriendlyCanadian
An update is in the works.
Custom Factions and new scripts
FriendlyCanadian 14 Mar, 2020 @ 11:37pm 
This looks like a really nice mod but is it still being worked on?
Bernard151 29 Oct, 2019 @ 10:16pm 
Is it possible to make the mod work even if you start the game in the gunner's seat of a vehicle such a helicopter?
clayton 18 Jul, 2019 @ 1:12pm 
add a mechanic where you can add a waypoint for the spawned AI to move into, so you dont have to bunch them to about 100 meters close
SkinnyOTB 24 Apr, 2019 @ 6:18pm 
Please update to add custom factions! Thanks
XpeditionXD8 20 Apr, 2019 @ 5:25pm 
How exactly can I use this properly? I tried joining a server with this mod loaded (was allowed on the server) but couldn't fig out how to use it while playing in the game. Is it an eden editor thing only or can I use it while in game as a player? Scripts? Need halp lol.
diveyez 19 Mar, 2019 @ 10:06pm 
MASSIVE BUGS
justokin 2 Oct, 2018 @ 4:21pm 
GREAT MOD, would like to be able to add rhs or custom factions in
realthing_RT 24 Sep, 2018 @ 3:40pm 
Hello, Hortzy!
Please, tell me, is it possible to spawn AI from mods, for example RHS or another one? It would be amazing! Vanilla soldiers are too boring...
Tyl3r99 17 Jun, 2018 @ 2:52pm 
right this needs a module to make the AI actually move somewhere...
its all good for them to just spawn but.. just patrol? makes this mod pretty limited.

if you added a way point option it would make this mod the ulitmate for wave defence.
Proteus26 21 Mar, 2018 @ 8:19am 
It doesn't work, that's all!!!
MonkeyMan809 12 Mar, 2018 @ 1:20am 
dude you say no scripting knowledge is needed, that is such BS. I have been trying to use this mod and it doesnt work. Am i doing something wrong, I think not. Maybe you should show how to actually use the damn mod
Smilee 11 Jan, 2018 @ 10:48pm 
Is there a set of instructions for this mod? I am attempting to use this on an Exile server. Every time my AI spawn in they gun each other down. Kind of boring when the mission clears itself. I set the Ai spawner in place, set a number of units, and assign them as Opfor. After that it's like the most dysfunctional working environment known to man. If I leave them as Blufor, they do not shoot each other, or anything else.
Commander 6 Jan, 2018 @ 4:47pm 
Wow! Thanks for this module! Great. But sometimes after a few waves, there are lines like -64 AI WAVE SPAWNING, -66 AI WAVE SPAWNING and never stop... Do I miss some options? Thanks for your answer. Liked.
Glaze_TPF 18 Dec, 2017 @ 2:32am 
corrupted?

i cant get the mod to work
DriedMind 14 Dec, 2017 @ 5:56am 
Nice work! Custom factions would be great!
Kothen 11 Dec, 2017 @ 8:08pm 
Does this work with custom factions?
ChewyBullets 4 Dec, 2017 @ 5:57pm 
Honestly I would not worry about it if they despawn. I have small bug when using module that self placed units of same faction wont engage me in combat. 99% sure its mod conflict.
Hortzy  [author] 4 Dec, 2017 @ 9:17am 
Whenever a player is not in the trigger distance units will despawn, as for the air vehicles I honestly can't remember if I took that into consideration. Been meaning to get back into modding and update some of my mods
ChewyBullets 3 Dec, 2017 @ 10:01pm 
Do they modules despawn units when player is far away? Also can flying over them activate them? Those two things are important for server performance etc. Just wondering so I know what im working with. Thanks!
Hortzy  [author] 3 Dec, 2017 @ 6:07pm 
@Chewdog
Thanks man!
Glad its helped with your scenario creations
ChewyBullets 3 Dec, 2017 @ 4:55am 
I nominate this mod for "mod of the year". The amount of time you can save from testing alone is HUGE. You want to throw up something quick and dirty. This is your mod. Very impressed with it. I cant say that enough. Good job!
ChewyBullets 2 Dec, 2017 @ 5:21pm 
Works on dedi. I just tested it. + rated and fav
ChewyBullets 2 Dec, 2017 @ 4:40am 
do these modules work on dedi?
Jakes 6 Nov, 2017 @ 1:17am 
any idea on when we can expect a update ? just asking :steammocking:
Hortzy  [author] 6 Oct, 2017 @ 2:40pm 
@Jakes
Thanks for the comment.
Thats a great suggestion and I will look into that request for you!
Jakes 5 Oct, 2017 @ 1:17am 
@Hortzy, great module thanks for simplifying spawning... Question - is there a way to make it so that the AI dont run around unless there is a threat. Im making a mission where i use this mod to populate town with civ and they keep running around like man men...could it be made so they just walk?
Zacht_180 22 Jun, 2017 @ 2:44pm 
@Hortzy

I understand completely! Thanks for the response.
Hortzy  [author] 22 Jun, 2017 @ 2:42pm 
@tactical handcream
Thanks for the comment.

I am working on a option for that.
Updates on my mods have been very slow due to other obligations/life getting in the way lol
But i will get to it as soon as i can :)
Zacht_180 19 Jun, 2017 @ 4:24pm 
Loving this! Any way to implement addons and have modded units become spawnable?
Hortzy  [author] 15 Jun, 2017 @ 2:14pm 
Units are bound to the module location they're spawned at.
More or less acts as respawnable AI checkpoints/outposts
SnakeEye's 556 12 Jun, 2017 @ 8:34pm 
like make them take an Objective by fighting to it