Arma 3
232 ratings
Spyder Addons
   
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Data Type: Mod
File Size
Posted
Updated
5.231 MB
Dec 19, 2015 @ 2:01pm
Jan 26, 2019 @ 1:06pm
17 Change Notes ( view )

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Spyder Addons

Description
A collection of modules and scripts designed to aid mission makers in adding depth to their missions.

I made this mod to help mission makers who cannot or do not want to script, add increased depth to their missions with ease. If you have any suggestions, I would love to hear them. Unfortunately, I do not have the time to grant every request, but I love to hear suggestions that would make your life easier.

For an in-depth description of features, please view the readme here
https://github.com/SpyderBlack723/SpyderAddons/blob/develop/README.md

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Requirements:
CBA: https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/

Optional:
ALiVE: http://alivemod.com/#Download

ALiVE is only required for certain modules (currently Civilian Interaction and Insurgency) due to them being directly integrated into ALiVE. SpyderAddons can be ran without ALiVE but these modules will exit if ALiVE is not running. All other modules are only dependent on CBA.

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Please report any issues to SpyderBlack723 at the one of the following links

https://forums.bistudio.com/user/802166-spyderblack723/
https://discord.gg/0gQUmkS7yJQvrvnh
https://github.com/SpyderBlack723/SpyderAddons

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Credits:
Author - SpyderBlack723
Logo - Jezter804
Code Contributors - Dixon13, JD Wang
Testing and Feedback - AUTigerGrad, HeroesandVillansOS

Thanks to everyone who gives feedback and/or reports any bugs!
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312 Comments
CyDoN the Anal Crusader Sep 2 @ 6:04pm 
Hello man, I use ur mod for a long time but I have a request. Would you be so kind as to create a signature? Thx you are the best
Vespasian Aug 23 @ 11:01am 
@Spyder. Works as you suggested thanks!
Vespasian Aug 22 @ 3:19pm 
@Spyder. Many thanks! I'll give that a try right now.
SpyderBlack723  [author] Aug 22 @ 12:28pm 
Your spawn marker has to be an actual marker, so just place an "empty" marker on top of your garbage pile and use the correct name and it should be good to go.
Vespasian Aug 21 @ 11:40pm 
Spyder. I'm having trouble with the vehicle spawner. I am able to access the vehicle list for the faction I'm using but when I click spawn nothing happens. I placed a piece of 5 x 5 garbage on the ground to use a a marker, named it garbage (of course) and put garbage in the module where it's supposed to go. I don't know what else I should be doing. As I said the vehicles do appear in the pop up window, But when I click (it makes the click sound) no vehicle will spawn. Any ideas?
cbrame04 Aug 15 @ 5:09pm 
Thanks
SpyderBlack723  [author] Aug 15 @ 3:50pm 
You can dynamically create the module class as a vehicle, and then set the variables on it in order to have it turn on/off mid mission.
cbrame04 Aug 12 @ 1:32pm 
I have been making a mission and have been using the recruitment and vehicle spawn modules. I have been working on setting capture points on the map that have respawn points that activate when captured by players. I was wanting to know if there was any way to set up the recruitment or vehicle spawn modules in a similar way. what I am attempting to do is when a point is captured the tent or flag or whatever item I have synced the module to can be used to spawn troops and vehicles, but not until the point has been captured.
EeshSinGer Aug 8 @ 9:46am 
uhh dude why doesnt the detection work as intended?
EeshSinGer Jul 28 @ 11:07am 
thanks m8