Arma 3
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Hcoll AI Pods and spawning
   
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Data Type: Mod
Mod Type: Editor Extension
File Size
Posted
Updated
136.758 KB
26 Feb, 2023 @ 9:43am
24 Mar @ 10:57am
11 Change Notes ( view )

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Hcoll AI Pods and spawning

Description
Hermit Collective AI pods and spawning
This mod aims to make it easier to set up AI spawns for during a mission and allows for enabling/disabling groups of AI based on a trigger. It offers the following features:

- sync units to a "spawn group" module to create a spawn group
- spawn a group or groups via a trigger
- spawn based on a "spawn group" or a given array
- setup waypoints to be given to a spawned group
- make ai units enable and disable via triggers

Setup
The setup can become a little complicated as "spawn groups" and waypoints can be used by several spawn points, and spawn points can spawn several different "spawn groups". I will first give a breakdown of the different modules and then some example setups.

Spawn Group
This module is for creating a "spawn group" that can be linked to spawn points. Simply place the module and sync units to it. At the start of the mission the synced units will be mapped for future spawning and then deleted. The module can be synced to 1 or multiple "AI spawn" modules. Note that all units synced to the same "Spawn group" module will be spawned together as one squad.

Waypoint
A waypoint module defines a waypoint that is to be added to a group spawned from a synced "AI spawn" module. Waypoints are to be linked together in a chain, one after the other in the order that the groups should follow them. Only the start or end of a chain can be linked to an "AI spawn" module, but multiple "AI spawn" modules can be linked. The following parameters can be set:
- Type (move, cycle, get in, etc)
- Type override (for typing in mod waypoints, overrides the type dropdown above it)
- Completion radius
- Formation
- Speed
- Behaviour
- Code (to run on waypoint completion)

AI Spawn
This module spawns one or multiple groups when the synced trigger is activated. Each "Spawn group" module linked to this module will create its own squad containing the units that were synced to that specific "Spawn group" module. Units are spawned on the module's position. Once spawned, all groups will be given waypoints as set in the chain of waypoint modules. The following parameters can be set:
- Side
- Group Override (takes an array of class names of the units to spawn and makes the module ignore any synced "Spawn group" modules)
- Direction Azimuth (360 degrees, 0 = facing north)
- Include vehicle crew (vehicles are always spawned with a default crew but the module can delete them)
- Mount nearest vehicle (will add a waypoint to first mount the nearest vehicle, like one that is spawned with them)

AI Pod
This module is separate from the others and allows you to, enable and show / disable and hide, units synced to the module based on trigger activation and deactivation. It is effectively dynamic sim but it also makes the units invisible and is controlled via the synced trigger. The following parameters can be set:
- Enable Only (only enable synced objects when on a repeatable trigger, not disable them on trigger deactivation)
- Start disabled (should it disable the synced units at mission start)

AiPod Inverted
This module works in opposite to the AiPod, disabling on trigger activation and (optionally) enabling on trigger deactivation. The following parameters can be set:
- Disable Only (only disable synced objects when on a repeatable trigger, not enable them on trigger deactivation)

Example
4 infantry units are synced to a "Spawn group" module, that module is synced to an "AI Spawn" module. The "AI Spawn" module is then synced to a trigger to control its activation, and synced to the first and only the first of the waypoint modules. Each waypoint module is then synced to the next one in line. DO NOT CREATE A SYNC LOOP, if you want a loop, make your last waypoint a "Cycle" waypoint and place it near the waypoint you want to cycle back to, but do not sync it.
9 Comments
[THC] Cunamo  [author] 17 Dec, 2024 @ 2:44pm 
@Plandough, yeah, a repeatable trigger should work
@Predator14 & Dead_Head_Larry if by custom you mean modded units then yes, it scans the class names and spawns those units. If you mean custom, as in custom load-out then no... but that is on my wishlist for the mod
Predator14 30 Nov, 2024 @ 8:24pm 
Ok, thanks you
Dead_Head_Larry 28 Nov, 2024 @ 2:14pm 
@Predator14 you sync whatever units you want to use to the spawn module for them to be spawned via trigger, so yes you can spawn custom units.
Predator14 16 Nov, 2024 @ 12:01pm 
Can we use custom units?
Plandough 13 Nov, 2024 @ 12:28am 
Can this be repeatable as in create waves of units or have the units spawn again?
[THC] Cunamo  [author] 4 May, 2023 @ 3:57pm 
Sorry for the late answer, apparently steam doesn't notify me of comments.

Could you type out the error you get? i suspect the error is preventing the module for doing anything.
Empy 22 Apr, 2023 @ 11:46am 
I tried giving the AIPod a shot, unfortunately I seem to get an error. Set up is:

Group synced to AiPod module - Area activated by player Trigger synced to AiPod module. The group is still active. Option start disabled is ticked.

Not had any problems with the spawning though :)
[THC] Cunamo  [author] 22 Apr, 2023 @ 2:24am 
Glad to hear it, let me know if you run into any issues.
Empy 21 Apr, 2023 @ 10:23am 
I recently got rid of my dedicated server, so I've hosting for friends locally. This has really help with saving with performance! So many thanks!