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

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Spyder Addons

Description
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
https://github.com/SpyderBlack723/SpyderAddons/blob/develop/README.md

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Requirements:
CBA: https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/

Optional:
ALiVE: http://alivemod.com/#Download

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.

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Please report any issues to SpyderBlack723 at the one of the following links

https://forums.bistudio.com/user/802166-spyderblack723/
https://discord.gg/0gQUmkS7yJQvrvnh
https://github.com/SpyderBlack723/SpyderAddons

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Credits:
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!
389 Comments
Ace 26 Jun @ 10:23am 
Oh, this mod is no longer supported. Hasn't been updated in 6 years.
rickyjumb 20 Apr @ 2:28am 
Would it be possible to add support for 2 primary weapons mods? Thanks
Ace 31 Mar @ 4:55pm 
Can you change the vehicles spawner so it spawns on the exact X, Y, *and* Z coordinates of the marker placed?

Right now I'm trying to place a respawner on a carrier. However, a carrier is an object, so ArmA keeps spawning the objects at the bottom of the ocean or way up in the air, destroying the vehicle. For some reason the game just REFUSES to place it on the damn marker where I want it to actually be.

It is so infuriating because the vehicle spawner is SO INCREDIBLY USEFUL on other missions. Please change how it handles spawns. While you're at it, I'd appreciate the ability to set it for a limited number of spawns or a timed cooldown if I so choose.

A player discovered he can spam the vehicle spawn and set off an endless chain explosion and now it's a meme everyone else has adopted and I can't make them stop except by removing the spawner.
Stami 25 Mar @ 10:07am 
Hey could u add support for this mod:
{LINK REMOVED}
or any other 2 primary weapon mod ?
Dark Demon 17 Jan @ 8:40am 
for the recruitment menu and loadout
Dark Demon 17 Jan @ 8:39am 
why does this dissapear after using it once, or joining back into the server, bloody annoying. spend more time fixing this then my mission
SpyderBlack723  [author] 14 Jan @ 5:52pm 
_this allowDamage false
CHASKOH 14 Jan @ 2:54pm 
In the "Code" textbox of the Recruitment module menu, what kind of code would I use to disable damage on a spawned AI?
Yuri Prime 24 Dec, 2024 @ 1:35am 
Too bad :(
SpyderBlack723  [author] 22 Aug, 2024 @ 12:30pm 
It was removed because it was never in a functional state and I had no desire to keep developing it.