Arma 3
Actionbuilder
233 Comments
kgp227 Dec 30, 2024 @ 5:01pm 
Is it possible to deactivate a portal via a unit entering a trigger? I know there is an option for this when a player is within a certain radius of a portal. However, I want to get the same effect with any blufor unit.
Kaarlo Feb 19, 2024 @ 12:15am 
How do i use LAMBS waypoint with this mod?
Zabolotniy Dec 17, 2023 @ 6:07am 
There is one long-standing problem. The technique respawns only after its destruction. If units leave the tank and are killed, until the tank is destroyed, it will not respawn.
Hannibal Oct 26, 2023 @ 1:33pm 
Instructions very detailed. Looks great thanx
[+| CL rautamiekka Aug 20, 2023 @ 11:20am 
@Mr Noseybonk

Like what ?
Mr Noseybonk Aug 19, 2023 @ 12:54pm 
Sorry but I don't know how to use this, and those instructions on github are just less than useless gibberish.
Raunhofer  [author] Jul 1, 2023 @ 12:58am 
Yes. Make a trigger and use the "condition" clause: this && SOMEVALUE == true
With triggers you should be able to do all kind of restrictions and rules.
A Table Jun 23, 2023 @ 11:03pm 
Hey was wondering if you can restrict repeaters with both a trigger and the inbuilt value
Raunhofer  [author] Jun 3, 2023 @ 7:39am 
@KordoX I tested the ab_examples and did not have FPS drops with any of the flagpoles despite waiting. Multiplayer, Linux Dedicated Server.
Raunhofer  [author] Jun 3, 2023 @ 7:18am 
@KordoX can you provide more details? Is this a Windows or Linux server? How fast does the FPS reduce? Have you tried without other mods? Perhaps it's a compatibility issue with some other mod.

It is always possible that some Arma 3 update has changed something that's causing Actionbuilder to malfunction, but this would be the first reported case.
KordoX May 22, 2023 @ 5:12pm 
Hey i like the simple build up with your mod. But if i use it on the Dedicated Server my Infanterie dont move and it will slowly kills Server and Clients FPS. Even in your showcase Mission with the flagpols i get the problems. Any ideas to fix it?
Raunhofer  [author] Dec 28, 2022 @ 9:59am 
@Omen you can use Actionbuilder with all kind of missions. It's mainly tested against multiplayer co-op missions, but I can't see why it wouldn't work with SP campaigns etc too.
Omen Dec 10, 2022 @ 9:13pm 
can i use these for NPC battles aswell? It seems when i use these modules and play as a spectator it freezes the camera (even when i set minimum players to 0), guessing this mod is intended to make scenarios
Zabolotniy Sep 13, 2022 @ 8:16am 
It would be cool if you added support for waypoints from lambs danger.
Cypher Apr 1, 2022 @ 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, 2022 @ 11:27am 
Roger that, I'll look into the triggers. Thank you.
Raunhofer  [author] Apr 1, 2022 @ 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, 2022 @ 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, 2022 @ 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, 2022 @ 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.
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.
kgp227 Oct 2, 2021 @ 2:27pm 
To make it conditional with a trigger could I simply sync the trigger to the waypoint with settings to activate when opfor isn't present?
Raunhofer  [author] Oct 2, 2021 @ 2:21pm 
You could for example make a waypoint that removes the units when activated. Make that waypoint conditional with a trigger and set the waypoint to be high priority.
kgp227 Oct 2, 2021 @ 1:50pm 
Is there a way to make units despawn when players/playerside is not present?
Raunhofer  [author] Sep 8, 2021 @ 10:12am 
Did you use triggers or other conditions? In the Actionbuilder Quickstart (see the link above), there're images of valid setups. Your setup seems very simple and as I tried it, it worked.

Actionpoint <-> All portals.
Units to be spawned <-> All portals involved (one unit / group synchronized).
No players radius: 0 to all portals

Perhaps you could try adding an Actionpoint, Portal and one man to that portal and see if even that works (with no players radius 0). If it does, expand to two portals and so on, so you'll see where it goes wrong.
Unlimited Dejavu Sep 7, 2021 @ 4:54am 
I did this setting to 0, but the units did not appear anyway, I did it according to this scheme, Actionpoint, then Portals 7 pieces, to them 1 group of units, an assault squad, a couple of groups of tanks.
Raunhofer  [author] Sep 4, 2021 @ 9:01am 
A too big unit count results a really poor player experience. Design your mission wisely, spawn units only when they're relevant. For example spawn units guarding a town only after the players are approaching the town.
Raunhofer  [author] Sep 4, 2021 @ 8:57am 
The safe zone is the second setting inside a portal module, "no players radius". If you stand inside that, no spawning will occur.

ARMA 3 has some inner limitations for the max AI-unit count, but with a Repeater module we've been playing a mission that spawns over 1000 units. Obviously not at once, as that would not be feasible for the players and their CPUs.
Unlimited Dejavu Sep 2, 2021 @ 7:16am 
Based on what I'm doing, it turns out that you can create only a small mission with this mod, for larger battles you need something else.
Unlimited Dejavu Sep 2, 2021 @ 7:15am 
In the editor, I created a new scenario, made a soldier-player, made an action point - Portal - Waypoint, made a trigger for AP, made two groups for each portal, units appear, units going, tanks driving, shoot, everything is fine.
I do the same in my mission where there are more objects, units do not appear, in this mod there is a limit on the number of objects on the map? With this mod, you will not be able to make a big battle with a lot of units?
Unlimited Dejavu Sep 2, 2021 @ 3:43am 
I don't understand how to disable safezone, I've searched the entire Internet, they don't explain how to disable it anywhere, only videos and guides on how to create, but I didn't create safezone.
Raunhofer  [author] Aug 30, 2021 @ 1:57pm 
The most common case is having a safe zone enabled. It'll prevent the units from spawning because you, the tester, are standing inside the safe zone, preventing the spawning process.

Remove the safe zone (set it to 0).
Unlimited Dejavu Aug 30, 2021 @ 1:28pm 
The mod does not work, I tried everything, starting with the quick start guide, ending with attempts in the test mission, in the test it only works on a trigger, but it does not work without a trigger, in my own mission, units simply do not appear on the Cliff map, even with a trigger.
DUNKACCINO Aug 4, 2021 @ 7:43pm 
So when I try to have a Opfor squad spawn with a portal, it instead spawns Blufor sided units mixed in with opfor units and ikd how to fix this.
[242] CPT. Helios May 7, 2021 @ 7:02pm 
Would it be possible to get a field added to a portal to pass code to units that are spawned by the portal? This would make actionbuilder an exceptional tool for spawning things in, especially objective units. This code should not be in the unit inits themselves, but as a part of the portal module.
Raunhofer  [author] May 7, 2021 @ 2:47pm 
A common request but unfortunately there are some technical hurdles that at least used to prevent it. The units you see portals spawn aren't actually the units you added in the editor, but mere clones of them. Their attributes are manually copy & pasted. Unfortunately copy pasting initialization wasn't possible.

The original units are removed during mission initialization.
[242] CPT. Helios May 7, 2021 @ 11:19am 
Would it be possible to add support for units being spawned with their inits, or at least have units attached to portals given some kind of initialization line? I want to be able to disable their pathing, force them to standing, etc
[+| CL rautamiekka Sep 18, 2020 @ 6:10pm 
Pretty sure GIMP 2.10.20 is superior to PaintdotNET , not just cuz the latter is Window$-exclusive. 2.10.22 will bring more support for the shit called PSD.
Kyoot_Bocchi Jul 19, 2020 @ 3:10pm 
Would it be possible to add paradrop?
Grapplemania Jun 21, 2020 @ 6:46pm 
Or zeus enhanced you can just right click and add editable objects
WUBBERDUCKIE May 24, 2020 @ 9:12pm 
you can if you have ACE in zeus under Utility there is an Update simulated objects select the area and player/AI option and bam you can edit them hope this helps
Raunhofer  [author] Apr 30, 2020 @ 7:43am 
Unfortunately you can't control the spawned units with Zeus.
had to censor my name again. Apr 28, 2020 @ 8:26pm 
Is there a way I can control the units through Zeus? I place down, the action modules with 3den, add a game master module, and the Add Editable objects module, and everything spawns perfectly, however the units can't be interracted with. Other than that, it's a fantastic mod!
Raunhofer  [author] Apr 9, 2020 @ 9:19am 
Ok, good to know, it may be a bug. I'll write it up.
StayFrosty Apr 8, 2020 @ 5:31pm 
No the truck isn't full iv'e already checked there are still some spare seats and it also does it to other vehicles aswell.
Raunhofer  [author] Apr 7, 2020 @ 6:48am 
It may simply be that the truck is full.
StayFrosty Apr 6, 2020 @ 11:18pm 
Okay that's all good i have figured out another way anyway but there's one more problem i have ran into. That is when I have ai spawn with a vehicle and set it to spawn in cargo it spawns the ai in the truck but there's always two or three ai that don't spawn in the truck and instead the spawn outside is there a way to fix it.