Arma 3
HBQ_SpawnSystem
Q  [developer] 21 Sep, 2023 @ 11:46pm
Planed Features
Planed featues:


- spawn custom compositions (no promise here)
Last edited by Q; 13 Mar, 2024 @ 6:02pm
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Showing 1-15 of 21 comments
von Graf 28 Sep, 2023 @ 12:53am 
Customized units/loadouts would be a good addition in the future. At the moment I'm using the 'Actionbuilder' modules, where customizing is possible (beside vehicle crew), but your mod has much more really helpful features and options. Well done, Sir!
Q  [developer] 28 Sep, 2023 @ 2:53am 
I also added custom compositions spawning on the list. But I need to figure out how that could work.
Q  [developer] 18 Oct, 2023 @ 12:41pm 
Originally posted by von Graf:
Customized units/loadouts would be a good addition in the future. At the moment I'm using the 'Actionbuilder' modules, where customizing is possible (beside vehicle crew), but your mod has much more really helpful features and options. Well done, Sir!
Custom loadouts are working now fyi.
Q  [developer] 27 Oct, 2023 @ 4:02am 
Planes And Helis are now Supported.
Noob From Console 27 Oct, 2023 @ 11:24am 
no convoy planned?
A. Ares 29 Oct, 2023 @ 9:48am 
Would it be too much to ask for a feature that the spawners have a maximum number of units that they will have spanwed for a time? And the spawning will start again when they number of spawned (from this spawner) will get lower than this number?
Q  [developer] 29 Oct, 2023 @ 11:57am 
Originally posted by A. Ares:
Would it be too much to ask for a feature that the spawners have a maximum number of units that they will have spanwed for a time? And the spawning will start again when they number of spawned (from this spawner) will get lower than this number?
I think with waves and balancing you can achieve what ever you need. Please check all features. I am hesitant to add more features in that regard as it might get confusing. Its already hard to understand all the waves and balancing stuff.
Last edited by Q; 29 Oct, 2023 @ 11:58am
Q  [developer] 29 Oct, 2023 @ 1:22pm 
Originally posted by Noob From Console:
no convoy planned?
I am still thinking about it. I figured you can already make good working convoys with the limit speed option. Check out the ambush example in the demo mission. There is a convoy setup.
kingdavid28 10 Nov, 2023 @ 7:08am 
can you make some video guide please?
i manage to play with that but want to make some of what you make in your mission example.
if only i can see the arrange of the module and the config staff that you put in your mission/
thank you a lot.
A. Ares 23 Nov, 2023 @ 9:20am 
Alright... Here I am again. One of the things that I found really useful on a similar mod that I used to use about a year or so ago was the "track" of the units that each spawning module spawns in. Explaining: Every unit that a module was spawning, was added to a variable and by this way, the module could track its units and the number of units each module can have "spawned in" at every single time could have a threshold.

So, mission makers could have a module having spawned a specific max amount of units at every single time. Really similar to "Max Friendly Units" but NOT in a radius but from a module.

This would be really useful to spawn in specific amount of specific units. For example, I may want to have 2 groups of Special Forces, 5 groups of Infantry and 2 vehicles. And all these could be tracked seperately from each other since each module was tracking its own units!

I would love to see this here too if it is not a real trouble to be implemented!
Q  [developer] 23 Nov, 2023 @ 10:12am 
@A. Ares: If I understand you right this is already implemented..(not documented though). Every Spawned Unit gets a Variable assigned that is called: Q_SpawnedBy
So if you give the spawnmodule a name you can ask for this variable with a script. For example:

if ((_unit getVariable "Q_SpawnedBy") == "ModuleXYZ") then {true};
Q  [developer] 23 Nov, 2023 @ 10:13am 
But through the Init field you can also do whatever to the spawned units.
A. Ares 23 Nov, 2023 @ 3:14pm 
Originally posted by Q:
@A. Ares: If I understand you right this is already implemented..(not documented though). Every Spawned Unit gets a Variable assigned that is called: Q_SpawnedBy
So if you give the spawnmodule a name you can ask for this variable with a script. For example:

if ((_unit getVariable "Q_SpawnedBy") == "ModuleXYZ") then {true};


Hmmm... This is pretty nice and opens up some things that can be done. I was looking mostly to limit the number of units that each module spawns in so I have another question (and if this is not the right place to ask it, please, feel free to delete the message and let me know where I should ask it). If I disable simulation of the module (so I suppose that this will stop its functions) and then re-enable it, will it continue to work after re-enabling it?

This way, I can have a trigger or something to check if this specific module has spawn the specified number of units/groups and then disable it. And when the unit count gets beneth the threshold I will enable simulation of the module again. You thing that this may work?
Q  [developer] 23 Nov, 2023 @ 5:39pm 
@Ares I think all you ask for is already possible. So to limit the overall amount of units the module can spawn you can set unitbudget.
Q  [developer] 23 Nov, 2023 @ 5:40pm 
@Ares if you want to pause the spawn until a threshold of units is in an area you can use balancing. Max friendlies option is what you want to checkout.
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