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

Subscribe to download
Spyder Addons

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



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.


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

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!
< >
SpyderBlack723  [author] Aug 16 @ 1:17pm 
sho Aug 15 @ 5:54am 
This needs to be installed on the server too correct?
AAO_Optik Jul 17 @ 1:34pm 
What other solutions?
SpyderBlack723  [author] Jul 16 @ 5:59pm 
Detection module has been deprecated for a few years now, there are numerous other solutions out there to fill this purpose.
CaptainOcdadd Jul 16 @ 1:54am 
Also, it conflicts with Advanced AI Command so you can't command other units when sync'd to this module.
CaptainOcdadd Jul 15 @ 11:13pm 
Forgot to point out, I did sync the Detection module to the player.
CaptainOcdadd Jul 15 @ 11:12pm 
Detection module doesn't work at all. I have tried faction names, individual classnames, incognito vehicles - in every instance debug reports player is hostile and shot instantly. Haven't found ANY instructions/tutorials on how to set it up anywhere either. One of my many tests: Placed a NATO soldier as player; placed a CSAT soldier and noted the classname of the uniform; changed the NATO soldiers uniform to the CSAT's; entered the uniform classname into the Detection module under Incognito Uniforms. Player is hostile. I tried putting OPF_F instead of the uniform classname. Player is hostile. I got the same results whether BLU_F or OPF_F was in the Hostile Sides field. HOWEVER, as soon as I unequipped my primary weapon, I was no longer hostile and that didn't matter WHAT uniform I was wearing. NATO soldier in full NATO uniform and sidearm but without a rifle, I was seen as friendly to CSAT.
SpyderBlack723  [author] Jul 9 @ 8:22pm 
I am not capable of doing translations, so it is not planned.
OMyT Jul 9 @ 8:21pm 
Is it planned or not worth the wait?