Arma 3
357 avaliações
HBQ_SpawnSystem
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Data Type: Mod, Server
Tamanho
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29.384 MB
20/set./2023 às 5:49
24 de abr. às 3:53
157 notas de atualização (ver)

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HBQ_SpawnSystem

Descrição
HBQ Spawnsystem
HBQSS is a very powerful universal mission building tool. It makes it easy to create simple or very complex missions without the need for scripting. You can spawn Units in very different ways and give them certain orders with tons of options. HBQ can alter the AI behaviour in several ways while maintaining compatibility with other AI mods. HBQ offers many options to optimize your mission performance and has a very smooth method of spawning Units so players don't have much lags when units spawn. HBQ is basically a huge collection of scripts packed into one single editor module which offers endless possibilities for quick Single player missions or huge persistent missions for many Players.

Use the HBQ channel of Titan Platoon Discord to ask questions and Feedback:

Documentation & Demomission
In the Mod folder you will find a Quickstart guide and a Demomission.

The Mod needs to be loaded on the Server and on Clients.

Features

Contains:
- HBQ_SpawnModule
- HBQ_SpotterModule
- HBQ_ArtilleryModule
- HBQ_CasModule
- HBQ_SpawnPosition (Logic object that you find in the Locations Section of the Editor)
- HBQ_MovePosition (Logic object that you find in the Locations Section of the Editor)
- Demomission available in my Workshop and in Mod Folder



- Very Simple to setup (No Scripting)
- Advanced AI Tactics and Behaviours
- Automatic Spawnpositions (automatically spawn in hidden places like buildings or forests)
- Optimized Method for smooth spawning
- Wave Spawns
- Spotter/Artillery/Cas System (Players AND AI can be spotter and support requester)
- Customize AI Features
- Civilian Rebel Behaviour (Caution this is very scary ;-). Any Civilian could be a threat.)
- Fleeing System
- AI Rearm System
- Complex AI Pathing system with modules
- Performance Tweaking in Several ways
- Dynamic Despawning (For Performance Optimization)
- Dynamic AI (Enable heavy AI features only when Players are near to save performance)
- Secure Playerradius to prevent Spawning/Despawning near Players (also takes Players watch Direction into account.)

Different SpawnTypes:
- Infantry
- Vehicles
- Troop Transport
- Air Transport
- CargoTransport
- Naval Transport

3 Different Spawn and Pathing Setups:
- Complex Paths
- Simple Random Paths
- Automatic SpawnPositions


Compatibility
HBQ is compatible with all Factions or Weapons/Vehicles mods.
It also Offers options to change settings of several other mods. This way every spawned group can use different AIs for example.
When HBQ runs certain functions on a group other AI mods will be disabled dynamically on that group.

Compatible AI Mods (and tweakable Options):
- Lambs Danger
- Vcom
- ACE
- SFSM
- SQSM
- LAFS
- ALIVE
- TCL



Discussões populares Ver todos (6)
21
6/mai./2024 às 21:16
Planed Features
Q
4
16/nov./2023 às 22:40
Infinite SL spawns under terrain
Koko
2
26/jun./2024 às 11:50
Question about the "Spotter Module"
Komodo
1.070 comentário(s)
Mumus 31 de mai. às 8:20 
@Q, thx for your quick answer! :)
Q  [autor(a)] 31 de mai. às 5:14 
@Mumus. Both versions should work just fine. But Lambs dev is a beta. So the can be issues by lambs
Mumus 31 de mai. às 4:58 
@Q!
HBQ is compatible with LAMBS_Danger.fsm (DEV) or just with LAMBS_Danger.fsm?
Q  [autor(a)] 30 de mai. às 11:18 
@maskingunnar. Thanks for reporting. I will look into this
Ma$kingunnar 25 de mai. às 8:00 
i get this "16:44:43 Error position: <_ChecksDelay / 10);
if (isNil "_SpawnMo>
16:44:43 Error Undefined variable in expression: _checksdelay
16:44:43 File HBQ_SpawnSystem\modules\Spawner\functions\fn_initSpawner.sqf..., line 626
16:44:43 Error in expression <ile { _trgActive == false } do {
sleep (_ChecksDelay / 10);
if (isNil "_SpawnMo>
" log spam in my .rpt, what is the cause of this?
Q  [autor(a)] 21 de mai. às 9:54 
For Commander B you use "RydHQB_Included"
Q  [autor(a)] 21 de mai. às 9:53 
@djnattyd you can should be able to do that with the Code at Target pos. If you put this code in the Field the groups should be added to HAL when they reach the targetposition:

RydHQ_Included pushback Spawnedgroup; publicVariable "RydHQ_Included";
djnattyd 21 de mai. às 9:21 
@Q is it possible for you to implement a delay on spawned units being passed onto a HAL commander? I've noticed that units spawned with a transport vehicle tend to be issued commands before they've disembarked and as a result the transport gets sent into combat instead of dropping off the troops
A. Ares 16 de mai. às 9:34 
Roger that @Q , thank you for letting us know. Looking forward to the rewrite!
Q  [autor(a)] 16 de mai. às 7:25 
Also you can sync a specific moveposition to the module and they will go there