Arma 3
215 ratings
Spyder Addons
Data Type: Mod
File Size
5.231 MB
Dec 19, 2015 @ 2:01pm
Jan 26, 2019 @ 1:06pm
17 Change Notes ( view )

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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!
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de5ync Jul 5 @ 8:37pm 
thanks, will check it out
de5ync Jul 5 @ 5:44pm 
hey man loving how this compliments alive, great job. i'm putting together a little insurgent sandbox and i'm having some trouble setting up the detection module. can you point me in the right direction for a good tutuorial or walkthrough. i'm trying to set it up so if you get in civi or insurgent vics you become incognito. do i need to input each vehicle name in the module or just the faction name to cover all the vehicles that faction uses? again thanks for the great work.
SpyderBlack723  [author] Jul 1 @ 10:19pm 
Max Shadow Jun 30 @ 1:54pm 
Do players need to have this installed to play (on a dedicated server) a mission using these modules?
Aussiecoffeebean Jun 24 @ 2:20am 
Thanks mate. Appreciate your response to my thread and your improvements to the mod.
SpyderBlack723  [author] Jun 23 @ 8:52pm 
You could jerryrig a method using the onSpawn callback field in the module. I am in the middle of completely rewriting the module from scratch though, I'll try to work in a better method of allowing the mission maker to restrict spawns.
Aussiecoffeebean Jun 23 @ 5:19pm 
Firstly SpyderBlack723 thank you immensely for your work here and with the ALIVE system (and missions). Great work!!! I have a question regarding the recruitment module. I know there is a way to limit Is there a way to limit the maximum squad size however is there a way to limit the number of times a player can recruit units. Thanking you in advance for your time.
speedshot Jun 20 @ 12:52pm 
Why is the mission telling I need one of your mods if I never even download one?
Arcticfox Jun 11 @ 10:41pm 
Thank you Spyder, i use the recruitment of units and vehicles in all my missions.