武装突袭3

武装突袭3

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HBQ_SpawnSystem
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Data Type: Mod, Server
文件大小
发表于
更新日期
28.938 MB
2023 年 9 月 20 日 上午 5:49
10 月 12 日 上午 1:43
164 项改动说明 ( 查看 )

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HBQ_SpawnSystem

描述
HBQ Spawnsystem
HBQSS is a very powerful universal mission building tool. It makes it easy to create simple or very complex missions without the need for scripting. You can spawn Units in very different ways and give them certain orders with tons of options. HBQ can alter the AI behaviour in several ways while maintaining compatibility with other AI mods. HBQ offers many options to optimize your mission performance and has a very smooth method of spawning Units so players don't have much lags when units spawn. HBQ is basically a huge collection of scripts packed into one single editor module which offers endless possibilities for quick Single player missions or huge persistent missions for many Players.

Use the HBQ channel of Titan Platoon Discord to ask questions and Feedback:

Documentation & Demomission
In the Mod folder you will find a Quickstart guide and a Demomission.

The Mod needs to be loaded on the Server and on Clients.

Features

Contains:
- HBQ_SpawnModule
- HBQ_SpotterModule
- HBQ_ArtilleryModule
- HBQ_CasModule
- HBQ_SpawnPosition (Logic object that you find in the Locations Section of the Editor)
- HBQ_MovePosition (Logic object that you find in the Locations Section of the Editor)
- Demomission available in my Workshop and in Mod Folder



- Very Simple to setup (No Scripting)
- Advanced AI Tactics and Behaviours
- Automatic Spawnpositions (automatically spawn in hidden places like buildings or forests)
- Optimized Method for smooth spawning
- Wave Spawns
- Spotter/Artillery/Cas System (Players AND AI can be spotter and support requester)
- Customize AI Features
- Civilian Rebel Behaviour (Caution this is very scary ;-). Any Civilian could be a threat.)
- Fleeing System
- AI Rearm System
- Complex AI Pathing system with modules
- Performance Tweaking in Several ways
- Dynamic Despawning (For Performance Optimization)
- Dynamic AI (Enable heavy AI features only when Players are near to save performance)
- Secure Playerradius to prevent Spawning/Despawning near Players (also takes Players watch Direction into account.)

Different SpawnTypes:
- Infantry
- Vehicles
- Troop Transport
- Air Transport
- CargoTransport
- Naval Transport

3 Different Spawn and Pathing Setups:
- Complex Paths
- Simple Random Paths
- Automatic SpawnPositions


Compatibility
HBQ is compatible with all Factions or Weapons/Vehicles mods.
It also Offers options to change settings of several other mods. This way every spawned group can use different AIs for example.
When HBQ runs certain functions on a group other AI mods will be disabled dynamically on that group.

Compatible AI Mods (and tweakable Options):
- Lambs Danger
- Vcom
- ACE
- SFSM
- SQSM
- LAFS
- ALIVE
- TCL



热门讨论 查看全部(6)
21
2024 年 5 月 6 日 下午 9:16
Planed Features
Q
4
2023 年 11 月 16 日 下午 10:40
Infinite SL spawns under terrain
Koko
3
2023 年 11 月 12 日 下午 11:20
Removing units
SahaPuhicka2006
1,125 条留言
KillJoy 11 月 26 日 上午 10:03 
Thank you!
maze 11 月 26 日 上午 6:37 
what i did so far was sync a trigger to the spawner on waves and the trigger is set to repretuable so do i have to make a 2nd trigger and name it and put it in the feild condition but do i sync it to the spwaner module as well and set it to repetible
maze 11 月 26 日 上午 6:24 
i dont think im understanding the directions or typeing somthing wrong i dunno thanks for helping though.
Q  [作者] 11 月 26 日 上午 12:40 
@mace in the waves settings there is a stop condition. You can use a trigger to stop it for example by entering: Triggeractivated triggerxyz
maze 11 月 26 日 上午 12:24 
how do i stop it though
Q  [作者] 11 月 26 日 上午 12:01 
@KillJoy: Glad you like HBQ :-). Delete units with distance to other AI units is not supported. But you can write a script and let it run on Spawned groups by using the Init code in HBQ Spawner.
Q  [作者] 11 月 25 日 下午 11:58 
@Mate: You can repeat a spawner by setting a repeat intervall. if you set it to 60 it means the spawner will spawn again after 60 seconds if the trigger condition is true again. For example if you sync a repeatable trigger it can spawn again if the trigger is fired again.
Q  [作者] 11 月 25 日 下午 11:55 
@Broken Wombat: A HBQ Spawner will spawn a random group of any group that is synced to the spawner. The Group size will be the same as the synced group by default. But you can also change the Group size in the settings. If you want to spawn from a Pool of Groups just sync several groups to the spawner. You can sync groups to several Spawners btw.
KillJoy 11 月 23 日 下午 5:23 
Hi Q! Thanks for this wonderful mod. Most of the time I am able to make it work just the way I need it to, but I am having some trouble. Do you think you can help me out?
I have a spawner synced to several spawn points, and I want it to delete / despawn units if they aren't within 1000 meters of BLUFOR forces (players and AI). I am also trying to limit the number of groups that spawn to 3 at a time. However, more than that number of groups is spawning at a time, and the units despawn unless close to a player, not just BLUFOR units in general. Is it possible to do what I am asking for?
maze 11 月 22 日 上午 9:23 
hey man im trying to get the waves to repeat i was able to geting it started with a trigger but how would i stop it and then start it again ?