Arma 3
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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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342 Comments
SpyderBlack723  [author] Jun 7 @ 8:18pm 
This mod is no longer being developed.
CryptikLemur Jun 7 @ 5:42pm 
Any chance you could port the Master Arm Module from SOG to this?
SpyderBlack723  [author] May 23 @ 4:37pm 
There is a code field in the module where you can run custom scripts on recruited units.
Smersh May 23 @ 11:41am 
I'm using the AIS Revive script, is there a way to apply the script to units recruited via the module?They are able to revive me, but can't be revived themselves
SpyderBlack723  [author] May 20 @ 6:45pm 
Make sure you're using the actual faction that is set on the unit config.
Dilbadil May 20 @ 3:19pm 
I unfortunately have to attest to what Dr. Pepper was struggling with in setting up the recruitment module for Global Mobilization factions. I'm certain the factions class names are correct since I've used them elsewhere, but individually whitelisting units works fine as a longer workaround.
Lonewolf May 7 @ 1:24pm 
Thanks Spyder! much appreciated! :)
SpyderBlack723  [author] May 7 @ 12:58pm 
You need to specify a faction classname in the respective field, which will make units from that faction show in the list.
Lonewolf May 7 @ 10:50am 
How exactly do you set up the 'Recruit' module? I've synced it to an object but no units show up in the menu. do i need to create all these in the Arsenal first? any help would be greatly appreciated, thanks
SpyderBlack723  [author] May 4 @ 9:33pm 
Not by default. You could use the SpawnCode field to delete any recruited units if they were spawned by a undesired player.