Arma 3
Random Group Spawner
17 Comments
хуйня , не понятно
NYET RIFLE IS FINE! 21 Jun, 2024 @ 4:23pm 
Any chance it would be possible to make it so spawners can be activated by a trigger multiple times?
Teb 16 Oct, 2023 @ 1:53pm 
RHS vic's spawn under buildings when using rgs vehicle spawner i think its a bug
Lying Sack Of Fun 22 Nov, 2022 @ 10:31pm 
I'd just be happy if I could change the height of the vehicle spawn.
Whiskey 7 Oct, 2022 @ 10:49am 
Would it be at all possible to get this to randomise the interval between waves, to make things less predictable for my players?
pattycakes 18 Sep, 2022 @ 3:58am 
using wave spawner combined with ["marker_name","SEARCH",["CREEP",250,25,true]] gives back an error on the third wave:

getmarkerpos: type number, expected string, array (spawnscheduler.sqf, line 388)

the first two waves spawn without issue, but the third one returns that error and halts all spawns.
Zabolotniy 13 Sep, 2022 @ 7:32am 
Spawns will continue until this condition is no longer true, for example ‘alive spawner_1’. How do I do that? Through a trigger? What and where do I prescribe?
Bobby Wan Jr 24 Jun, 2022 @ 6:31pm 
Any way to use helicopters with this mod? like spawn them in the air and patrol?
Bobby Wan Jr 20 Apr, 2022 @ 2:49pm 
Awesome Scofer Cheers bud, clicking the link still blocks it, but copy and pasting it in a search bar works perfectly :thumbsup:
Scofer  [author] 20 Apr, 2022 @ 7:55am 
Unfortunately in their infinite wisdom Steam seems to have stopped allowing you to just open links to Google Docs, when it shows the linked block page it should show the URL in white bold writing, which you can copy and paste directly into your browser.

In any case here's the link directly, hopefully Steam doesn't remove this comment for having it. I'll alter this page to also show it too.
https://docs.google.com/document/d/1v2JQEiU6dfEuDSPdFnXBkXpoKG7Rg8mS9tDVf8blLeg/edit?usp=sharing
Bobby Wan Jr 20 Apr, 2022 @ 5:41am 
Hey Scofer, Tryna use the guide you linked but steam keeps blocking access to it, any way to get to it?
DravonTTV 3 Oct, 2021 @ 8:39pm 
I tried using this but I quickly figured out that it conflicts with the support requester which is basically the back bone of the scenario I'm currently making. As soon as I put down the define groups for the enemy AI the requester just stopped working. I tried doing the same for all of my units and the helicopter but to no avail.
DiaZuuu 11 Apr, 2021 @ 4:48pm 
Hi, is it possible to spawn AI completely in random positions within a given distance from the player and more than one group?
Dangoplex 18 Mar, 2021 @ 10:41pm 
This is exactly the mod I've been looking for to make AC-130 missions with, just the right balance of user control and randomness. LAMBS also gives me an actual reason to raze buildings now too. Thanks!
Scofer  [author] 21 Jul, 2020 @ 2:04am 
@thealpal As it currently works the define module simply takes the classname of the units in the synced groups, rather than taking all their unique loadouts. Reading back through the description I realise it does kind of imply that you can have custom loadouts so I'll try and think of a way to reword it slightly.

Having the option for custom loadouts on the groups would be useful, so I'll see if there's a relatively easy way to do it.
thealpal 21 Jul, 2020 @ 1:48am 
I'm not sure if this is something that can be fixed, but I noticed that the group defined keeps its unit load-out over custom arsenal load-outs set up in the editor.

To restate for clarity:
I had a bunch of NATO troops re-equipped (using arsenal) with RHS gear, but they spawned as the standard NATO troops. Do you know how I might fix that?

Otherwise, looks like it is working perfectly so far in my use of it :)
thealpal 20 Jul, 2020 @ 6:40pm 
This looks useful!

I've done some of these things with scripts, but as you mentioned it can take a fair bit of effort to do. Looking forward to giving this a go :)

Also glad to see the LAMBS compatibility, I love the stuff LAMBS Danger adds!

Thanks for posting this to the community!