Arma 3
HBQ_SpawnSystem
1,128 Comments
Q  [author] Dec 16 @ 5:52am 
@Martell, sorry no this is not possible...The HBQ guard is something else. With HBQ Guard Units will never leave the Area around the Targetposition. You can use the Taskradius to define the guard Area. Guard waypoints are not created. You can only use Seek&Destroy if you enable this.
Martell Dec 15 @ 11:29pm 
Hi Q, is there a way to make a group spawned by the module use a Guard waypoint? I tried clicking on the box 'Guard' on the 'Task on targetposition' section but the spawned group simply moves towards the synced HBQ MovePosition and then just idles without having the Guard task assigned. Thanks for creating this great mod btw!
Q  [author] Nov 28 @ 2:47am 
@Maze in order to make repeatable Triggers work you also need to set the minimum repeat intervall to something else than 0
KillJoy Nov 26 @ 10:03am 
Thank you!
maze Nov 26 @ 6:37am 
what i did so far was sync a trigger to the spawner on waves and the trigger is set to repretuable so do i have to make a 2nd trigger and name it and put it in the feild condition but do i sync it to the spwaner module as well and set it to repetible
maze Nov 26 @ 6:24am 
i dont think im understanding the directions or typeing somthing wrong i dunno thanks for helping though.
Q  [author] Nov 26 @ 12:40am 
@mace in the waves settings there is a stop condition. You can use a trigger to stop it for example by entering: Triggeractivated triggerxyz
maze Nov 26 @ 12:24am 
how do i stop it though
Q  [author] Nov 26 @ 12:01am 
@KillJoy: Glad you like HBQ :-). Delete units with distance to other AI units is not supported. But you can write a script and let it run on Spawned groups by using the Init code in HBQ Spawner.
Q  [author] Nov 25 @ 11:58pm 
@Mate: You can repeat a spawner by setting a repeat intervall. if you set it to 60 it means the spawner will spawn again after 60 seconds if the trigger condition is true again. For example if you sync a repeatable trigger it can spawn again if the trigger is fired again.
Q  [author] Nov 25 @ 11:55pm 
@Broken Wombat: A HBQ Spawner will spawn a random group of any group that is synced to the spawner. The Group size will be the same as the synced group by default. But you can also change the Group size in the settings. If you want to spawn from a Pool of Groups just sync several groups to the spawner. You can sync groups to several Spawners btw.
KillJoy Nov 23 @ 5:23pm 
Hi Q! Thanks for this wonderful mod. Most of the time I am able to make it work just the way I need it to, but I am having some trouble. Do you think you can help me out?
I have a spawner synced to several spawn points, and I want it to delete / despawn units if they aren't within 1000 meters of BLUFOR forces (players and AI). I am also trying to limit the number of groups that spawn to 3 at a time. However, more than that number of groups is spawning at a time, and the units despawn unless close to a player, not just BLUFOR units in general. Is it possible to do what I am asking for?
maze Nov 22 @ 9:23am 
hey man im trying to get the waves to repeat i was able to geting it started with a trigger but how would i stop it and then start it again ?
Broken Wombat Nov 19 @ 7:39pm 
How can I get a spawner to "mix and match" from a large pool of units? Something I am doing just seems to not work and instead it spawns groups of the desired size range but only of 1 type of unit within each group.
Q  [author] Nov 18 @ 8:16am 
@gege928
No. Changes per waypoint are not possible. You can only use code at tagepos to change things when the last waypoint is reaches.
gege928 Nov 18 @ 2:26am 
Hello. I have a question: is there a way for groups to change their combat modes, attitudes, speed, etc., at each Waipoint?
Thank you.
Q  [author] Nov 12 @ 6:30am 
@Killa Sin: are your synced units set to crawl? Do you use „force stance“. Please try also without other mods. I don’t have any Report about this Kind of issue.
Killa Sin Nov 12 @ 6:00am 
Weirdly all units spawned by HBQ now only move by crawling, despite the settings. I observe this even in my previous mission where it used to work fine. Any thoughts on this?
Q  [author] Nov 11 @ 9:55pm 
@scythian. Changed Ranks and Insignes are not supported I fear. I will put it on the todo List.
Goyim Solomun Nov 11 @ 1:48pm 
Fantastic addon. So modular, customisable, AAA in the truest sense.

A nitpick for my OCD's sake, is it possible to:

1. Make spawned units keep their ranks as set in the spawn module synced squads?

2. Similar to the last one, but, to keep their insignia (as chosen in Object: Identity in the soldier's attributes)?
Q  [author] Nov 11 @ 1:31pm 
@mfrisch I am not sure it works. Any marker/positon you link in hbq needs to be present at Game start. But you could maybe move Markers by Script to a new Location. But this will not work with hbq spawnpositions. But it could work with automatic spawnpositions.
I would Regiment to Build an hbq setup for each possible Operation Location and trigger it by your Mission Generator.
mfrisch100 Nov 11 @ 1:28pm 
I am using my own mission generator and would like yo use HBQ to populate the area with enemies. The thing is that the mission generator chooses the area of operation randomly. So I cannot set an HBQ_Move logic in advance and sync it with the Spawner. The mission generator creates a new mission when one mission is completed. Is there a way to use HBQ midgame? So for example I could let my code always place a new marker for each mission. I know HBQ can spawn at the marker but how do I use HBQ_Move modules then? Can I spawn them and sync them with the Spawner module midgame?
InfiniteCorolla Oct 12 @ 3:09am 
mmmm I love great mods that receive updates <3
A. Ares Sep 7 @ 2:21pm 
@Ma$kingunnar you may be able to use cursorTarget or a similar command!
Ma$kingunnar Sep 4 @ 2:09pm 
I was wondering if anyone could help. I wish to activate a spawner via radio, which is no issue, but can i make the moveposition be where my cursor is, possibly making use of screentoworld syntax? Thanks in advance :)
Q  [author] Aug 29 @ 5:18am 
@papanurb I added a new option „Land at target pos“. I guess you need to disable those now in your old file.
PapaNurp609 Aug 28 @ 12:42pm 
anyone encounter any instances where spawn modules break? Ive been building an air combat scenario using area and trigger locations for jets to fly too. initially worked but i opened it today and now every air unit is flying to the bottom left corner of the map?
[Dr]_Gordon_Livesey Aug 21 @ 10:31pm 
@A. Ares, yes, you got this right. And by saying " Mod searching tool " I meant that small searching window in the left upper corner of mod manager in Arma 3 launcher.

Wanted to add, that I got a similar problem with 1 other mod, it is a long range SAM system on HEMMT base. Couldn't. find it in mod manager, but found it in game.
A. Ares Aug 21 @ 7:26am 
So, @[Dr]_Gordon_Livesey let me see if I got this right because to be honest I am not familiar with any " Mod Searching Tool "!

You subscribed to this mod through the "Subscribe" button on the top of this page and on the MODS tab of ArmA 3 Launcher you did not find the mod so you can check the box on the left to load it?
[Dr]_Gordon_Livesey Aug 21 @ 5:25am 
@A. Ares, sorry for not specifying the problem.

[h1] Problem: [/h1]

Mod can not be activated

Checked problem sources

1. Mod manager: This specific Mod was not found(Mod searching tool was used).

2. In game: This mod was not found in system category(checked every single folder there 2 times).

3. External download: No external download links were found.

4. Manual download through game files: no[/] download application was found in game files.

[h1] Question to @everyone: [/h1]

How can I fix this problem?
A. Ares Aug 20 @ 5:28am 
@[Dr]_Gordon_Livesey,

Subscribe to the mod ->

Boot ArmA 3 Launcher ->

Go to "MODS" tab (check the left side of the screen) ->

Find the mod (do a search if you have many, although they are in alphabetical order) ->

Check the box on the left to load it ->

Boot ArmA 3...

DONE
[Dr]_Gordon_Livesey Aug 20 @ 4:21am 
Hello! Could someone explain to me how can i install/Enable this mod? Cause i`m looking for a way to do this for like an hour alredy and couldn`t find a way.
Mumus Aug 16 @ 11:19pm 
Thx @Q! :)
Q  [author] Aug 16 @ 11:18pm 
@Mumus. Last time I have tried lambs defend did not do anything. I think it is broken. But I will check that again.
EspiBean Aug 16 @ 12:01pm 
i live by this mod. I truly thank you:steamthis:
Mumus Aug 14 @ 11:31pm 
Hey @Q!

Can you integrate Defend option from LAMBS_Danger.fsm (DEV) please?
Tanatos Aug 3 @ 3:19am 
i will try thank u Q
Q  [author] Aug 2 @ 7:43am 
@Tanatos have you tried enable Land at targetpos? It’s in the air vehicles settings
Tanatos Aug 2 @ 5:20am 
HI Q transport unit doesn't work any more. hélos stay in flight at the reach point and dont disembark units (works fine with other véhicule) it's drive me crazy.
Q  [author] Jul 31 @ 11:25pm 
@demonon: 1 FPS?! Thats defenetly not an issue with HBQ. You need to check your mission. How many AI are you spawning? HBQ does not cost any Performance by default. Only if you use certain HBQ functions performance is impacted...but only if you use these functions on many many AI.
Q  [author] Jul 31 @ 11:23pm 
@Chaskoh yes you can give a playerunit a name and enter this name as spawncenter. Units will than spawn around the player and move towards the player. Combine this with waves and your have a persistent mission with AI spawning around the player.
demonon Jul 28 @ 5:38pm 
Runs at about 1 frame per second and I can't save in order to port it to Eden?
CHASKOH Jul 28 @ 7:15am 
Is it possible to make it so AI spawn around the player infinitely as the player moves around and does stuff?
Q  [author] Jul 17 @ 3:48am 
@Flak_Reg: Oh dang....I have fixed this...thanks to your report I have also discovered an issue with React to fire which I also fixed. Update will be out in a minute.
Flak_Reg_49 Jul 16 @ 11:26pm 
Die Funktion "Take cover" scheint nicht mehr zu funktionieren. Die Einheiten legen oder knien sich nicht hin. Habe es ganz ohne mods gerade ausprobiert.
Q  [author] Jul 14 @ 4:00am 
Good to hear.
alt ZOV Jul 14 @ 3:51am 
it works, i think the problem was in terrain
Q  [author] Jul 14 @ 2:51am 
@alt ZOV the Update will be out in a minute
alt ZOV Jul 14 @ 2:17am 
okay, i will try today my saves and reply to you
Q  [author] Jul 14 @ 1:04am 
@alt ZOV. Can you please try the new Update. I have the feeling spawning on uneven ground can cause Vehicles to get stuck. So in the next update I let Vehicles spawn 10 cm above ground to prevent this. But you can also use the HBQ unstuck option to automatically unstuck vehicles.