

Here is my working build (!this isn't fully functional!) of my edits to the last update to Murk Spawn: It might be best to think about redoing the way units are de/respawned, as it segregates infantry and vehicles and doesn't handle crew at all. This is notably harder to implement than the current system. Ideally, we should have the crews separated from the vehicle and have their despawn managed in the same way as infantry, and then crewed back to the spawned vehicle on trigger.

Currently, Murk Spawn just creates the type of unit that was in the crew- not ideal with A3's new inventory system.

It would be best if the crews of the vehicles were treated as units in the group and could have their individual loadouts treated like infantry is. My current build does not work well with the vehicles- I've tried to clean up what garbled code exists from me trying to mess with it. I'm posting this mostly to revive work on this useful script as well as to ask for help in continuing from the point I'm at. Part of this is because I wanted to make Murk Spawn take advantage of virtual arsenal exported gear, and infantry seems to implemented correctly- the code probably needs refactoring, as the unitInfoArray is getting really cluttered and need to have some checks to not try to add nonexistent uniforms/vests/backpacks if the original unit lacked one (this spams the RPT). I've also gone through and done my best to correct some RPT errors, but some problems remain (see later). I've made some effort at updating and overhauling Murk Spawn to take advantage of the new features of A3 instead of just being a straight compatibility patch, specifically adding support for the correct uniform/vest/backpack belongings. I feel this best belongs in this original thread, as I feel uncomfortable making a new thread from someone else's work I've altered. Original script on Armaholic - Do note that this A3 test version is scaled down a bit and just contain the primary spawn sqf, havent gone into details with the changes that ArmAIIholic did.Įdit: uploaded as a regular zip file instead of 7z Edited Octoby Murklor Never tested in the original, not tested now either. Some trigger hints still left in (mission only, not in the script). For the mission, just visit the sandbags. sqf itself contain all the info needed on how to use it. So I recap my original words: If a simple editor based triggered spawn script already have been done - well then this is a repost, lol! Not sure if anyone has already had the bright idea to fix it, I just got Arma 3 myself and is completely out of the loop in the scripting news. But Arma 3 apparently removed vehicle inits, so this is a revised version. A long, long time ago I created a script for Arma2 to spawn AI units by placing them in the editor, then the script delete and store them for future use complete with waypoints and all.
