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
12 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)
34
Aug 12, 2021 @ 10:14am
Technical Support
Raunhofer
19
Jan 12, 2018 @ 7:42am
Suggestions
wavinautomaticguns@nuns
7
Dec 25, 2017 @ 6:07am
Portal spawning issue
Haloslayer
< >
219 Comments
Cypher Apr 1 @ 2:42pm 
I'm 99% sure I fixed it with your advice. If anyone else runs into a problem with portals duplicating units on top of eachother, set the activation trigger to Server Only.
Cypher Apr 1 @ 11:27am 
Roger that, I'll look into the triggers. Thank you.
Raunhofer  [author] Apr 1 @ 11:18am 
If it's a multiplayer mission, perhaps the triggering method you are using gets triggered multiple times due to it running locally on each player's machine. Other than that, difficult to say. Usually it's related to the trigger. Try testing whether you can get something else to trigger twice too.
Cypher Mar 31 @ 7:05pm 
Thanks for the answer.

Also, any idea why very often I'll have a portal that's meant to spawn 1 vehicle but it spawns 2 on top of eachother sometimes? Everything appears to be synced correctly, and it doesn't happen every time.
Raunhofer  [author] Mar 29 @ 8:20am 
LAMBS seems to do a bit this and that, so I'm not fully certain, but Actionbuilder won't affect the AI behavior, it focuses on spawning units and assigning waypoints. I'd guess it works with LAMBS too.
Cypher Mar 27 @ 9:56pm 
Does this work with AI mods like LAMBS Danger?
Raunhofer  [author] Dec 17, 2021 @ 1:36pm 
It should work with big battles too, even bigger than the game officially supports (with respawners). The first thing that comes into mind is that you have the safe limit set. It's there to allow you to optimize your missions (i.e. not become too heavy for the players). You can disable it from module's settings.
engelxD Dec 14, 2021 @ 4:56pm 
It is a great tool for missions but only works with little battles, if i put a lot of soldiers, triggers, markers, etc this mod doesn't work. Units dont spawn, i tried to copy and paste the same actionpoint and portals but units do not spawn when trigger is activated.
Raunhofer  [author] Oct 2, 2021 @ 3:14pm 
Use triggers to define which waypoints can be used and which can't. Also, using high priority waypoints you can override the other "wrong" waypoints.
Fear | kgp227 Oct 2, 2021 @ 3:10pm 
It's working, but is there a script I can run that will disable there path upon spawning? Just ticking the box does not seem to work.