Arma 3
Actionbuilder
Suggestions
Awesome mod, figured instead of posting any suggestions into the comment section it may be better to have something like this.

Is there any possibility you can also add an option onto the portals so they will not activate unless a player enters its defined radius? Maybe perhaps give the ability to sync a portal to a prop and if that prop is destroyed it will disable the portal indefinetely.

A ticket system that would be possible to use in conjunction with the portals would also be great for long defence missions.
Last edited by wavinautomaticguns@nuns; Nov 26, 2017 @ 4:31am
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Showing 1-15 of 19 comments
Raunhofer  [developer] Nov 26, 2017 @ 5:38am 
If you want the portals to function only when the player gets near them, you can use triggers to achieve that. Place a trigger on top of the portal, synchronize, set radius to the trigger, activator, etc. and you are good to go. See the example mission on how to achieve this.

With an object that should be alive, you could use the following condition with the trigger "this && alive myObject", where "this" means the trigger area and "myObject" is the object that should still be OK (alive).

This suggestion thread is a great idea, thanks!

The future development/roadmap can be found here: https://github.com/ahoys/Actionbuilder/issues
Gopan Nov 26, 2017 @ 2:43pm 
RHS Supports?
Raunhofer  [developer] Nov 26, 2017 @ 10:59pm 
Yes, Actionbuilder works with RHS and Ace. As Actionbuilder only adds new modules, it should be compatible with most of the mods.
Henki Nov 27, 2017 @ 2:40am 
Do you consider extending a Actionpoint module with a ability to spawn groups of AI in define numbers of waves after specific time? Like copying placed units and creating them in the same way setting them up in same waypoints.

I would love to be able simply create one AP for 4-6 men assault team in 5 portals and my AP module got 10sec delay to recreate first group in each portal with total of 4 groups per portal, this setup will create a massive assault on obj. mixing this with waypoints will create an organized action where bots will be act better than original. Normally i had to be on Zeus trying to do some micro on bots force them to think and not going the same path like other groups wiith is kind of frustrating.
Raunhofer  [developer] Nov 27, 2017 @ 3:55am 
The initial version of AB had a direct support for respawning but during user testing it was discovered that it decreased the usability of the mod as the module settings became a tad too complex.

Nevertheless, I would still like to see a proper wave/respawn support, so yes, that's still on the roadmap. How it would work is still to-be-decided, or when.
M3CNoodles Dec 8, 2017 @ 3:30pm 
one thing i noticed is that when youplace down 2 ap moduals and ceveral portals and waypoints for a sector control battlefield style game when you set up the population in the ap modual it adds up to the total population not just that one modual and when i kill 10 enemys 5 go to the enemys side and 5 go to my allied side so the battle can be very unbalanced once i made a 96 ai man mission and it was me vs 96 german soldiers and no allies its hard to explain but i think you will get the point
M3CNoodles Dec 8, 2017 @ 6:22pm 
also you seem pretty good at the editor is it alright if i can ask you how to do some things eg how do i do this how do i do that ec
Raunhofer  [developer] Dec 9, 2017 @ 7:54am 
Each Actionpoint has its total unit contribution (= all units that will be spawned because of the AP). If this contribution exceeds the unit cap, none of the portals will function. This is by design so that the mission creator knows accurately what will happen if this or that AP triggers. You shouldn't sync every portal to a one AP.

So, you can ease your balancing issue by creating more APs. Having multiple APs is a good idea also performance-wise. If you spawn 100 units at once, players will feel it. Spawn 10 and no-one notices anything.

If you require general support with the editor, I suggest you to go Arma 3's Discord server. It has its own channel dedicated to mission makers: https://discord.gg/Tz3n5WC
FluKe Dec 11, 2017 @ 4:20am 
Greetings Raunhofer,

ActionBuilder is a amazing waypoint tool and an awesome mod for sector spawning and despawning.

One issue i am having at the moment, when creating a random patrol, via 4 Actionpoints Synced in a "Cycle configuration" and setting each Actionpoint "Placement Radius, under the Transformation Box to 100" thus making each Actionpoint "Random" everytime it Cycles waypoints, the Placement Radius value will hold, but as soon as i reload the mission the Placement Radius value gets wiped. If you had a spare second to look into this it would be greatly appreciated,

Cheers FluKe
Raunhofer  [developer] Dec 14, 2017 @ 11:40am 
@FluKe sounds like a bug, I'll take a look for the next version.
Raunhofer  [developer] Dec 19, 2017 @ 10:08am 
@FluKe I reproduced the placement radius bug and it seems to be Arma 3 bug as it happens with the other modules too :/
FluKe Dec 21, 2017 @ 6:33pm 
@Raunhofer Damn Arma 3 bugs haha, Thankyou for looking into it, i look forward to the many new additions
mihal190 Dec 29, 2017 @ 5:16am 
Hey maybe a option to disable AI Skill? my unit uses few AI Improvements that arleady changed AI Skill
Raunhofer  [developer] Dec 29, 2017 @ 5:18am 
@mihal190 I'll look into that in the next version. Thanks for the suggestion!
Raunhofer  [developer] Jan 2, 2018 @ 9:02am 
Thanks @von Graf! The problem with names and call signs is what to do in situations where the same group is spawned multiple times. I'll look into it, but can't promise any solution.
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