Arma 3 HAL NR6 Tutorial Spawn Module

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  • เผยแพร่เมื่อ 20 ม.ค. 2022
  • Another tutorial which I show how to use the Spawn Module and what its limit is so you don't run into problems.
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ความคิดเห็น • 44

  • @Jacob_Overby
    @Jacob_Overby ปีที่แล้ว

    NEATO, exactly what I was looking for, thanks :)

  • @wraith6766
    @wraith6766 2 ปีที่แล้ว

    Hey, thanks this really helped me. You break down the module and your examples are clear. Thank you. :)

    • @raidernivide4636
      @raidernivide4636  2 ปีที่แล้ว +1

      Your welcome....Just be careful in some aspects NR6 will not work right and could use a lot of patients to get it to work

    • @wraith6766
      @wraith6766 2 ปีที่แล้ว

      @@raidernivide4636 been working on a mission. I will pm you with a video of what i got set up. I would appreciate some pointers on how to do customised spawns. If you are interested?

    • @raidernivide4636
      @raidernivide4636  2 ปีที่แล้ว

      @@wraith6766 Be down to help you out and see how I can assist you

    • @wraith6766
      @wraith6766 2 ปีที่แล้ว

      @@raidernivide4636 I dont know if this will work if not let me know im going to link you to a youtube video and im not sure if you will get it in the comments or not. If not let me know and i will make it public.

    • @wraith6766
      @wraith6766 2 ปีที่แล้ว

      @@raidernivide4636 th-cam.com/video/BRh-sh4p768/w-d-xo.html

  • @oned8167
    @oned8167 2 ปีที่แล้ว

    Thank you!

    • @raidernivide4636
      @raidernivide4636  2 ปีที่แล้ว +1

      You're welcome! I hope it helps you out

    • @oned8167
      @oned8167 2 ปีที่แล้ว

      @@raidernivide4636 can you do support and transport vehicles when you have the time, your vids are really helpful.

    • @raidernivide4636
      @raidernivide4636  2 ปีที่แล้ว

      @@oned8167 sure no problem

  • @zak9129
    @zak9129 2 ปีที่แล้ว

    Wait a second, I use 3 modules and compilers for Blufor and then have 3 more + compilers for Opfor so I can spread them out across two sides of Central Altis but you're saying it doesn't work? I guess I need to check hahaa

  • @ostbell.8297
    @ostbell.8297 ปีที่แล้ว

    thanks for the tutorial, is there a way to Make spawned units playable?

    • @raidernivide4636
      @raidernivide4636  ปีที่แล้ว +1

      Only way is to have preplaced units and set them to playable. By only them spawning they do not have the ability to be picked up by a player. I would recommend setting spawn point so those player taking over said unit can respawn. But I do not normally do that with my missions.

  • @XYRS.
    @XYRS. 2 หลายเดือนก่อน

    i know this is from awhile ago but i cant like see the units on the map or zeus

    • @raidernivide4636
      @raidernivide4636  2 หลายเดือนก่อน

      Have to use a zeus mod and in the settings have it show all assets in the game.
      Map have to look at your settings. Might gave parameters setup not to show any units. I believe this is in game settings. Hope it helps

    • @XYRS.
      @XYRS. 2 หลายเดือนก่อน

      @@raidernivide4636 thank i have zeus enchanced but still does show what do oyu suggest mod wise i dont see anythign wrong in my settngs

    • @raidernivide4636
      @raidernivide4636  2 หลายเดือนก่อน

      @XYRS. it has a setting in the game setting with add on mods. I think it's towards the bottom and it would tell which force you wish the zeus to pick up. Which should include new entities that spawn in as it makes it easier to track.
      I would recommend 3den editor if your not using it currently as it gives you a good amount of tools for the editor.

  • @polar0101
    @polar0101 2 ปีที่แล้ว

    how to set maximum numbers of units,limit

    • @raidernivide4636
      @raidernivide4636  2 ปีที่แล้ว +1

      You will have to play around find out what your server or pc limits are. Place right amount of troops. It is a trial and error balance to find the right number

    • @polar0101
      @polar0101 2 ปีที่แล้ว

      I thought the pool was just a container from which HAL would take the units out.
      And somehow you can set how much is active on the whole map at once.
      But unfortunately I realized those in the pool is active (but invisible?) and eating the processor.
      So from beginning in each waves HAL spawn units(numbers/wave is predefined in spawnpoint)until it reaches the total number in the pool?
      shot downed aircraft automatically respawn from the reinforcements ABC?
      they don't show up again for me, I put them in the pool but then they show up at the spawn points and not at the helipad
      And if the fueltank is empty what does the aircraft?automatic refuelling?on the ground or in the air?
      A script for remove the dead bodys is very important ,i use and greatly increase the gamespeed

    • @raidernivide4636
      @raidernivide4636  2 ปีที่แล้ว +1

      @@polar0101 yes but there should be something about how many groups you want to spawn. Like you can put every single unit in the game down hooked up to the spawn. Only allow 4 groups to spawn. It is always random

    • @raidernivide4636
      @raidernivide4636  2 ปีที่แล้ว +1

      @@polar0101 For Air reinforcement. I would not hook it up with the spawn module.
      Those you do by them selves. But
      A spawns them in the air and you can add an asset module to have random or same aircraft. Uses up the amount pool you have set for it.
      B you can put a bunch of empty helis hook it to the module and the Heli pad they will spawn how ever your setting is set for number of aircraft. But again once all empty Helis are gone you will be out of aircraft.
      C you put down. They will all be crewed. But the air crews and pilots will hop out of the aircraft accept the set desired you want ready to fly. But once they are all gone their gone.
      CPU is the biggest challenge for Arma. I found HAL worked really well with servers but still needed to find a fine balance to make it work. To much AI squads your game runs like garabage. To little AI and your fun disappears quickly.

    • @polar0101
      @polar0101 2 ปีที่แล้ว

      ​@@raidernivide4636
      so
      if I lay down 4 tanks marked with RHQ-HEAVY ARMOR and 1 platoon soldiers as RHQ all infantry, so this is a total of 2 RHQ units,
      and I connect these two RHQs to one spawn point(set 2 units/wave)
      then in the future i will never have more squads than this 2 RHQs and HAL will only replace their soldiers and tanks from the pool into this 2 RHQ?,and only replaces tanks and soldiers of the same type?...
      or does it randomly replace the tanks from the HEAVY ARMOR RHQ from the reinforcements?
      I've done this anyway so far, but I recently watched the demo altis or malden quest and there is no spawn point connected to anything there,
      there is a large pool and the spawn point and reinforcement used this pool, there are several spawn points, regardless of everything
      i would like to have a large reinforcements pool with all avaiable types of units in it, systematically sorted under RHQ?, with an asset compiler,and random selected spawn points,and random selected units from pool.....but for this need a starting kit with fix linked spaw point....
      yes i was also used starting units with fix spawn point so far,
      only the demo mission confused me
      therefore i haven't set up starting units because i wanted random selection with random spawn points(linked only to HAL)
      but he started feeding me the contents of the whole pool......
      the INCLUDE unit,
      need because of the human player
      or this mean=they will always receive the same types?
      in AIR reinforcements A
      do I need to adjust the starting altitude and speed?
      do I need a pilot in the aircraft or need a empty aircraft?
      still wondering how to refuel?
      the demo quests really don’t show all the abilities
      the arma engine uses 1 core so needs high processor frequency,
      i use asrAI + min 10 mods and scripts, a latest i3, 3.7mhz, single player only,with ifa3 lite(but max updated textures)
      ace should not be used because it eats the processor,
      blastcore + other graphic update also not,
      neither the tracer mod, only the normal base tracer,
      and the dead bodys must be removed every 5 minutes,