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

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Spyder Addons

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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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223 Comments
Grey Ghost Mar 5 @ 1:38pm 
does this still work? im trying to use the recruitment module with the usmc cups faction and while whitelisted, im getting nothing. any ideas?
AAO_Optik Feb 27 @ 4:27am 
I found a way, but it's so difficult and I think it only works for SP, not MP because of locality :'(
SpyderBlack723  [author] Feb 24 @ 12:56pm 
No, that's currently not possible.
AAO_Optik Feb 20 @ 9:57am 
Question: Is there anyway to restrict the usage of the 'Vehicle Spawner' unless the player has a specific item in their inventory, say for example through the 'Conditions'?
Firmament Jan 11 @ 6:19pm 
Really annoying issue in ambient module: any spawned car with a NPC inside driving it cannot leave the zone where module is active. If it does, then the car simply disapears.
Example: kill a car driver and steal his car, drive it few hundred of meters away and see it disapearing magically, leaving you on the road with severe injuries (and even dead if you were driving too fast).

Could this be fixed, please?

Great mod, btw.
2RGT Hollywood Jan 9 @ 1:26pm 
I have pictures if they need
2RGT Hollywood Jan 9 @ 1:25pm 
Found 2 errors... fnc_vehiclespawner.sqf line 1830 and fnc_createmarkerglobal.sqf line1858
Drty_Windshield Jan 9 @ 1:14am 
Thanks for the interaction fix!
SpyderBlack723  [author] Jan 8 @ 9:11pm 
Alright the fix is live, sorry for the delay. This update includes the fix for civilian interaction distance.
SpyderBlack723  [author] Jan 8 @ 8:53pm 
My apologies I fucked up an update, I'm attempting to fix so hold tight :(