Arma 3
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Actionbuilder
   
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Data Type: Mod
Mod Type: Editor Extension
File Size
Posted
Updated
0.280 MB
Nov 23, 2017 @ 8:04am
Jan 26, 2018 @ 12:02pm
8 Change Notes ( view )

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Actionbuilder

In 1 collection by Raunhofer
LDD Kyllikki
10 items
Description
Actionbuilder

Actionbuilder is a powerful mission creation extension for Arma 3. Actionbuilder enables dynamic
unit spawning, new kinds of waypoints, practically higher AI count and other benefits with as little effort as possible.

No scripting required!

Enables
- Dynamic unit spawning.
- Generally faster mission creation.
- Easy way to create extremely randomized missions.
- Practically higher maximum AI count.
- Ways to drastically improve performance.
- Infinite waves of enemies.
- Automatic building populating.

Additional Features
- Headless Client support.
- Full 3D editor support.
- Safe zones for player-free spawning.

How to use it?
- Actionbuilder Quickstart[github.com]
- Waypoint Types[github.com]
- Repeater Examples[github.com]
- Example mission: templates[github.com]
- Example mission: co 08 dry valley[github.com]

Notes
- Creates a dependency. Both the server and the clients (players on your server) need to have Actionbuilder installed.

Special Thanks
- LDD Kyllikki for years of playtesting and feedback.
- Mkz for the original logo graphic.
Popular Discussions View All (8)
33
Nov 22, 2020 @ 5:05am
Technical Support
Raunhofer
19
Jan 12, 2018 @ 7:42am
Suggestions
wavinautomaticguns@nuns
7
Dec 25, 2017 @ 6:07am
Portal spawning issue
Haloslayer
< >
196 Comments
Helios May 7 @ 7:02pm 
Would it be possible to get a field added to a portal to pass code to units that are spawned by the portal? This would make actionbuilder an exceptional tool for spawning things in, especially objective units. This code should not be in the unit inits themselves, but as a part of the portal module.
Raunhofer  [author] May 7 @ 2:47pm 
A common request but unfortunately there are some technical hurdles that at least used to prevent it. The units you see portals spawn aren't actually the units you added in the editor, but mere clones of them. Their attributes are manually copy & pasted. Unfortunately copy pasting initialization wasn't possible.

The original units are removed during mission initialization.
Helios May 7 @ 11:19am 
Would it be possible to add support for units being spawned with their inits, or at least have units attached to portals given some kind of initialization line? I want to be able to disable their pathing, force them to standing, etc
[+| CL rautamiekka Sep 18, 2020 @ 6:10pm 
Pretty sure GIMP 2.10.20 is superior to PaintdotNET , not just cuz the latter is Window$-exclusive. 2.10.22 will bring more support for the shit called PSD.
Kyoot_Bocchi Jul 19, 2020 @ 3:10pm 
Would it be possible to add paradrop?
Stranger Jun 21, 2020 @ 6:46pm 
Or zeus enhanced you can just right click and add editable objects
WUBBERDUCKIE May 24, 2020 @ 9:12pm 
you can if you have ACE in zeus under Utility there is an Update simulated objects select the area and player/AI option and bam you can edit them hope this helps
Raunhofer  [author] Apr 30, 2020 @ 7:43am 
Unfortunately you can't control the spawned units with Zeus.
fuck Apr 28, 2020 @ 8:26pm 
Is there a way I can control the units through Zeus? I place down, the action modules with 3den, add a game master module, and the Add Editable objects module, and everything spawns perfectly, however the units can't be interracted with. Other than that, it's a fantastic mod!
Raunhofer  [author] Apr 9, 2020 @ 9:19am 
Ok, good to know, it may be a bug. I'll write it up.