Arma 3
HBQ_SpawnSystem
1,105 Comments
A. Ares 55 minutes ago 
@Ma$kingunnar you may be able to use cursorTarget or a similar command!
Ma$kingunnar 4 Sep @ 2:09pm 
I was wondering if anyone could help. I wish to activate a spawner via radio, which is no issue, but can i make the moveposition be where my cursor is, possibly making use of screentoworld syntax? Thanks in advance :)
Q  [author] 29 Aug @ 5:18am 
@papanurb I added a new option „Land at target pos“. I guess you need to disable those now in your old file.
PapaNurp609 28 Aug @ 12:42pm 
anyone encounter any instances where spawn modules break? Ive been building an air combat scenario using area and trigger locations for jets to fly too. initially worked but i opened it today and now every air unit is flying to the bottom left corner of the map?
[Dr]_Gordon_Livesey 21 Aug @ 10:31pm 
@A. Ares, yes, you got this right. And by saying " Mod searching tool " I meant that small searching window in the left upper corner of mod manager in Arma 3 launcher.

Wanted to add, that I got a similar problem with 1 other mod, it is a long range SAM system on HEMMT base. Couldn't. find it in mod manager, but found it in game.
A. Ares 21 Aug @ 7:26am 
So, @[Dr]_Gordon_Livesey let me see if I got this right because to be honest I am not familiar with any " Mod Searching Tool "!

You subscribed to this mod through the "Subscribe" button on the top of this page and on the MODS tab of ArmA 3 Launcher you did not find the mod so you can check the box on the left to load it?
[Dr]_Gordon_Livesey 21 Aug @ 5:25am 
@A. Ares, sorry for not specifying the problem.

[h1] Problem: [/h1]

Mod can not be activated

Checked problem sources

1. Mod manager: This specific Mod was not found(Mod searching tool was used).

2. In game: This mod was not found in system category(checked every single folder there 2 times).

3. External download: No external download links were found.

4. Manual download through game files: no[/] download application was found in game files.

[h1] Question to @everyone: [/h1]

How can I fix this problem?
A. Ares 20 Aug @ 5:28am 
@[Dr]_Gordon_Livesey,

Subscribe to the mod ->

Boot ArmA 3 Launcher ->

Go to "MODS" tab (check the left side of the screen) ->

Find the mod (do a search if you have many, although they are in alphabetical order) ->

Check the box on the left to load it ->

Boot ArmA 3...

DONE
[Dr]_Gordon_Livesey 20 Aug @ 4:21am 
Hello! Could someone explain to me how can i install/Enable this mod? Cause i`m looking for a way to do this for like an hour alredy and couldn`t find a way.
Mumus 16 Aug @ 11:19pm 
Thx @Q! :)
Q  [author] 16 Aug @ 11:18pm 
@Mumus. Last time I have tried lambs defend did not do anything. I think it is broken. But I will check that again.
EspiBean 16 Aug @ 12:01pm 
i live by this mod. I truly thank you:steamthis:
Mumus 14 Aug @ 11:31pm 
Hey @Q!

Can you integrate Defend option from LAMBS_Danger.fsm (DEV) please?
Tanatos 3 Aug @ 3:19am 
i will try thank u Q
Q  [author] 2 Aug @ 7:43am 
@Tanatos have you tried enable Land at targetpos? It’s in the air vehicles settings
Tanatos 2 Aug @ 5:20am 
HI Q transport unit doesn't work any more. hélos stay in flight at the reach point and dont disembark units (works fine with other véhicule) it's drive me crazy.
Q  [author] 31 Jul @ 11:25pm 
@demonon: 1 FPS?! Thats defenetly not an issue with HBQ. You need to check your mission. How many AI are you spawning? HBQ does not cost any Performance by default. Only if you use certain HBQ functions performance is impacted...but only if you use these functions on many many AI.
Q  [author] 31 Jul @ 11:23pm 
@Chaskoh yes you can give a playerunit a name and enter this name as spawncenter. Units will than spawn around the player and move towards the player. Combine this with waves and your have a persistent mission with AI spawning around the player.
demonon 28 Jul @ 5:38pm 
Runs at about 1 frame per second and I can't save in order to port it to Eden?
CHASKOH 28 Jul @ 7:15am 
Is it possible to make it so AI spawn around the player infinitely as the player moves around and does stuff?
Q  [author] 17 Jul @ 3:48am 
@Flak_Reg: Oh dang....I have fixed this...thanks to your report I have also discovered an issue with React to fire which I also fixed. Update will be out in a minute.
Flak_Reg_49 16 Jul @ 11:26pm 
Die Funktion "Take cover" scheint nicht mehr zu funktionieren. Die Einheiten legen oder knien sich nicht hin. Habe es ganz ohne mods gerade ausprobiert.
Q  [author] 14 Jul @ 4:00am 
Good to hear.
alt ZOV 14 Jul @ 3:51am 
it works, i think the problem was in terrain
Q  [author] 14 Jul @ 2:51am 
@alt ZOV the Update will be out in a minute
alt ZOV 14 Jul @ 2:17am 
okay, i will try today my saves and reply to you
Q  [author] 14 Jul @ 1:04am 
@alt ZOV. Can you please try the new Update. I have the feeling spawning on uneven ground can cause Vehicles to get stuck. So in the next update I let Vehicles spawn 10 cm above ground to prevent this. But you can also use the HBQ unstuck option to automatically unstuck vehicles.
Q  [author] 12 Jul @ 12:59pm 
@alt ZOV. Ok I will try to Identity the issue.
alt ZOV 12 Jul @ 12:54pm 
i had problem on altis or every other map, and rhs vehicles or other modded
alt ZOV 12 Jul @ 12:53pm 
Not the first time when this happens. I sync tank/btr to module, the first wave goes good, but others just stuck. Vehicle spawn and doesn't move any wave, does nothing. Only solution I find is spawning 1 vehicle by time, without waves
Q  [author] 12 Jul @ 12:46pm 
@alt ZOV I would need some more Infos: which Tanks? Which map? Does it happen only with Wave spawns?
alt ZOV 12 Jul @ 12:42pm 
Why tanks dont move after spawn through wave? they just stop moving and dont go to move point
Mumus 23 Jun @ 6:50am 
Thanks, @Q!
Q  [author] 22 Jun @ 9:37pm 
@Mumus you need to make another trigger and use it as a kill trigger in HBQ
Mumus 9 Jun @ 6:05am 
@Q, can i despawn static units, if the players are leaving the synced trigger area (like Return to Base with moving units)?
Mumus 31 May @ 8:20am 
@Q, thx for your quick answer! :)
Q  [author] 31 May @ 5:14am 
@Mumus. Both versions should work just fine. But Lambs dev is a beta. So the can be issues by lambs
Mumus 31 May @ 4:58am 
@Q!
HBQ is compatible with LAMBS_Danger.fsm (DEV) or just with LAMBS_Danger.fsm?
Q  [author] 30 May @ 11:18am 
@maskingunnar. Thanks for reporting. I will look into this
Ma$kingunnar 25 May @ 8:00am 
i get this "16:44:43 Error position: <_ChecksDelay / 10);
if (isNil "_SpawnMo>
16:44:43 Error Undefined variable in expression: _checksdelay
16:44:43 File HBQ_SpawnSystem\modules\Spawner\functions\fn_initSpawner.sqf..., line 626
16:44:43 Error in expression <ile { _trgActive == false } do {
sleep (_ChecksDelay / 10);
if (isNil "_SpawnMo>
" log spam in my .rpt, what is the cause of this?
Q  [author] 21 May @ 9:54am 
For Commander B you use "RydHQB_Included"
Q  [author] 21 May @ 9:53am 
@djnattyd you can should be able to do that with the Code at Target pos. If you put this code in the Field the groups should be added to HAL when they reach the targetposition:

RydHQ_Included pushback Spawnedgroup; publicVariable "RydHQ_Included";
djnattyd 21 May @ 9:21am 
@Q is it possible for you to implement a delay on spawned units being passed onto a HAL commander? I've noticed that units spawned with a transport vehicle tend to be issued commands before they've disembarked and as a result the transport gets sent into combat instead of dropping off the troops
A. Ares 16 May @ 9:34am 
Roger that @Q , thank you for letting us know. Looking forward to the rewrite!
Q  [author] 16 May @ 7:25am 
Also you can sync a specific moveposition to the module and they will go there
Q  [author] 16 May @ 7:25am 
@Cypher also when you want the units to get waypoints at the player position you need to enter the playername as spawncenter.
Q  [author] 16 May @ 4:18am 
@A.Ares and @ThePunisher. Tutorials are planed when I released the rewrite of HBQ.
Q  [author] 16 May @ 4:18am 
@cypher instead of lambs danger rush you can use Engage options. Engage when enemy near works with Troop transports.
Q  [author] 15 May @ 9:55pm 
@cypher that can not work as lambs rush is only working with infantry. Also when you disable waypoints it means that the spawnposition is the targetpos and troops will immediately disembark
Cypher 15 May @ 8:28pm 
I can't seem to get a troop transport functioning properly when "Generate Waypoints" is off. I'm doing that because I want the units to immediately start using LAMBs Rush when they spawn, but the spawn moves. I have it set to spawn within a certain radius of the players no matter where they go. The spawn positions follow the players just fine, but the troops spawn inside the truck and immediately get out to start rushing (even if far away). If I turn "Generate Waypoints" back on, they stay in the back of the truck but they ride to the Module Position, rather than toward the players.