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ALiVE.OS · ALiVE 3 Development

Player Multispawn

Gives mission makers extra respawn options for players beyond the default Arma respawn screen.

In development · ALiVE 3

ALiVE 3 is in active development. This briefing describes work in progress, and the behaviour it covers is subject to change as testing continues. Check the changelog at the foot of the page for what has moved recently.

On this page

Overview

What Player Multispawn does

Multispawn is an Eden module that changes how players come back after they die. Instead of the plain Arma respawn menu, a mission maker can place this module once and choose how players return to the fight: reappearing next to a living squadmate, being flown in by a simulated helicopter insertion, spawning inside a synced headquarters vehicle, spawning inside a chosen building, or simply leaving respawn untouched. The module reads settings for whether players keep the gear they died with and whether spawning near enemies is allowed, then wires up the matching respawn behaviour for every player automatically.

It is a support-side quality of life module rather than a combat system: it does not spawn AI or drive the battlefield simulation, it only governs where and how player characters return after death.

Capabilities

What it handles

Respawn Type

Five respawn modes to choose from

One dropdown picks the behaviour for the whole mission: Spawn on Squad (reappear beside a living squadmate, similar to a Battlefield-style respawn), Insertion (join a queue and get flown in by a transport aircraft), Spawn in Vehicle (spawn inside a synced headquarters vehicle), Spawn in Building (spawn inside a chosen building), or None (leave default respawn alone).

Markers & Syncing

Respawn points set with named markers

Respawn locations, insertion points, respawn vehicles and respawn buildings are set per faction (and per squad, if named) using specific marker names, or by syncing a vehicle to the module. Only vehicles matching the correct faction are picked up.

Insertion Wait (seconds)

Wait time before the insertion flight leaves

This does not change how long a player waits before respawning. In Insertion mode it sets how long the transport waits for other players to join the queue before it lifts off, or less if the aircraft fills up first. It has no effect in the other respawn modes.

Gear Retention

Respawn with Gear option

When enabled, players come back with the same loadout they were carrying when they died, instead of a fresh default loadout.

Enemy Check

Enemy proximity check for squad spawn

For the Spawn on Squad mode, a setting controls whether a player can spawn next to a squadmate even if enemies are nearby, or whether that spawn point gets blocked as unsafe.

Air Insertion Queue

Queued helicopter insertion

In Insertion mode, players waiting to respawn are queued together, then flown as a group from an insertion marker to a destination marker in a transport aircraft that lands and unloads them before flying off.

How to use it

Getting started

  1. Place one Player Multispawn moduleDrag the Player Multispawn module into Eden. Place only one: a second copy raises an error instead of working.
  2. Pick a respawn typeSet Respawn Type to Spawn on squad, Insertion, Spawn in vehicle, Spawn in building or None.
  3. Set up the matching markers or vehiclePlace the named markers, or sync a vehicle of the right faction, for the type you chose. The module's description in the editor lists the marker names, such as ALiVE_SUP_MULTISPAWN_RESPAWN_ plus the faction class.
  4. Set the Insertion Wait and Respawn with Gear optionsFor Insertion, set Insertion Wait (seconds) to how long the transport waits for players before it lifts off; it does nothing for the other types. Set Respawn with Gear to Yes (default) to keep the loadout players died with, or No for a fresh one.
  5. Set Respawn Enemy Check if using Spawn on squadOn Yes (default), players can't spawn on a squadmate who has enemies within 50 m. Set it to No to let them spawn there anyway.
  6. Test in game as a playerDie and respawn, then check you come back the way the chosen type intends (beside a squadmate, in the insertion aircraft, in the vehicle or in the building), with gear and Insertion Wait behaving as set.

Settings

Every setting, and what it does

These settings choose how and where players come back after dying: on a squadmate, by insertion transport, in a vehicle or in a building. They also decide whether players keep their gear and whether spawning next to hostile troops is allowed.

Quick setups

Respawn straight onto your squad, even in a firefight

  • Respawn Type: Spawn on squad
  • Respawn Enemy Check: No

Players can pick a squadmate to spawn on even with hostile soldiers within 50 m.

Reinforcements arrive together by helicopter

  • Respawn Type: Insertion
  • Insertion Wait (seconds): 120

The insertion transport waits up to 120 seconds for respawned players to gather, or lifts off sooner once every seat is full.

Players start fresh after dying

  • Respawn with Gear: No

Players come back with their default loadout rather than what they carried when killed.

General

5 settings
Enable debugDefault: No

Choices: Yes / No

Yes writes lines to each player's log saying which respawn point they start from, which respawn type was set up, and why a player couldn't be put in or beside the respawn vehicle. Warnings about a missing marker or vehicle show either way.

Respawn TypeDefault: Spawn on squad

Choices: Spawn on squad / Insertion / Spawn in vehicle / Spawn in building / None

Where players come back after dying. Spawn on squad lets them pick a squadmate, Insertion gathers them for a transport ride in, Spawn in vehicle and Spawn in building put them in a set vehicle or building, and None leaves normal respawn alone.

AffectsSpawn on squad switches itself off if the Revive module is in the mission. Insertion flies players in on a synced vehicle of their faction (a fresh one per flight), or a stock helicopter if none is synced. Spawn in vehicle needs a vehicle of the faction synced to the module, or one named ALiVE_SUP_MULTISPAWN_RESPAWNVEHICLE_ plus the faction. Spawn in building needs a marker near a building. Otherwise the normal respawn point is used.

How many seconds the Insertion transport waits for respawned players to gather before it lifts off; it goes sooner once every seat is taken. It has no effect on the other respawn types.

AffectsEnter a plain number only.

TrySet to 180 on a big server so more players catch the same flight.

Choices: Yes / No

With Yes, spawning on a squadmate is refused if there are hostile soldiers within 50 m of them. No allows it anyway.

AffectsOnly used by the Spawn on squad respawn type.

Respawn with GearDefault: Yes

Choices: Yes / No

Players come back with the gear they were carrying when they were killed.

AffectsNeeds a Player Options module in the mission with Persist Player State set to Yes; without it nothing is saved or restored. It does nothing when Respawn Type is None, or when Spawn on squad has switched itself off because the Revive module is in the mission.

Recent work

What's changed lately

  • Spawn in Vehicle takes more than carsA synced tank, helicopter or boat of the right faction works now, not only a car or truck. Static weapons and parachutes are still left out. You respawn in a free passenger seat; with none free you appear beside the vehicle if it's on dry ground, and at the normal respawn point if it's flying or afloat.
  • Insertion Wait replaces Respawn TimeoutThe setting was always how long the Insertion transport waits for other players before it lifts off. Its name and tooltip now say so. Saved missions keep their value.
  • Respawn Enemy Check works the way it readsYes and No were the wrong way round in the editor. Yes now stops players spawning on a squadmate with enemies within 50 m; saved missions keep the behaviour they had.
  • Missing markers and vehicles are reportedSpawn in Building says once in side chat when its marker is missing, and a missing respawn vehicle is warned about too. Respawn with Gear keeps working in both cases, and a vehicle that turns up after the start is still used.
  • Insertion starts over the moduleWith nothing synced, the Insertion transport now starts over the module instead of near the map's corner, often out at sea. Spawn in Building also works with a building that has a single position.

Status

Where it stands

Delivered

All five respawn modes function

Spawn on Squad, Insertion, Spawn in Vehicle, Spawn in Building, and None all wire up their respective respawn and death event handling for both the server and each player's client.

Gear retention and enemy check toggles work

Gear retention and the enemy proximity check for Spawn on Squad are read from the module and applied when players die and respawn. Retaining your previous loadout requires an ALiVE Player Options module with persistence enabled. The proximity check refuses a spawn point with enemies within 50 m and hands the choice back to the player to pick a different squadmate. The Insertion Wait setting does not change how long a player waits before respawning; it sets how long the Insertion transport waits for other players to join the queue before it lifts off.

Single-instance safeguard

If a mission maker accidentally places two Multispawn modules, the module detects it and shows a warning instead of silently creating conflicting respawn behaviour.

Spawn in Vehicle takes any vehicle

A car, truck, tank, helicopter or boat of the faction synced to the module is picked up; static weapons and parachutes aren't. Players take a free passenger seat, or with none free appear beside it when it's on dry ground, otherwise at the normal respawn point.

In progress

No official co-existence with the Revive system yet

Spawn on Squad specifically checks for the ALiVE Revive module and steps aside if Revive is running, so the two systems are not meant to be used together yet.

Testing

How you can help

To test: place a single Multispawn module in Eden, pick a respawn type from its dropdown, sync or place the matching markers, vehicles or buildings for your faction (see the module's in-editor description for exact marker names), then have a test player die and respawn. For Spawn on Squad, keep at least one other living AI or player in your group, or there is nobody to spawn on and you get the normal respawn. Confirm the player ends up where the chosen mode intends (next to a squadmate, in the insertion aircraft, in the synced vehicle, or in the chosen building), that gear is restored if that option is on, and, in Insertion mode, that the transport lifts off once the Insertion Wait runs out or every seat is taken. With Enable debug set to Yes, search the log file for SUP_MULTISPAWN and SUP MULTISPAWN (lines such as 'Using respawn point' and 'EH placed') to confirm the correct respawn handler was placed for the mode you picked.

Spotted a problem? Please report it on the ALiVE issue tracker on GitHub, with the map, rough location and what the units were doing so it can be reproduced.

Changelog

Updates to this page

  • 2026-11-01
    In Eden the respawn settings show only for the Respawn Type that uses them.
  • 2026-10-23
    With helicopter insertion, a second respawn no longer sits on the fly-over screen at "T -1 minutes" for good. The next insertion starts once the last one's passengers are out, with its own helicopter, and nobody waits more than 5 minutes past the insertion wait.
  • 2026-10-12
    The Multispawn message for a Team Leader's full vehicle now show in the ALiVE message box, with the logo and the module's name as the title, instead of a plain hint.
  • 2026-10-08
    Respawn Timeout is now called Insertion Wait (seconds), which is all it ever did: how long the Insertion transport waits for players before lifting off. Saved missions keep their value.
  • 2026-09-28
    Spawn in vehicle now takes a synced tank, helicopter or boat, not only a car or truck. Static weapons and parachutes are still left out.
  • 2026-09-28
    You now respawn in a free passenger seat. With none free you appear beside the vehicle if it's on dry ground, and at the normal respawn point if it's flying or afloat.
  • 2026-09-28
    Enable Debug now switches the module's log lines on, such as which respawn point you're using. Warnings about a missing marker or vehicle always show.
  • 2026-09-28
    Spawn in building now says once, in side chat, when its marker is missing, and Respawn with Gear keeps working without it.
  • 2026-09-28
    Spawn in vehicle keeps Respawn with Gear working when its vehicle is missing too, and still uses one that turns up after the start.
  • 2026-09-28
    With nothing synced, the Insertion transport now starts over the module instead of near the map's corner, often out at sea. Spawn in Building now uses a building with a single position, and with the respawn vehicle full you respawn beside it.
  • 2026-09-25
    Respawn Enemy Check's Yes and No were the wrong way round. Yes now stops players spawning on a squadmate with enemies within 50 m; saved missions keep the behaviour they had.
  • 2026-09-22
    The Respawn Timeout tooltip says what it does: how long the Insertion transport waits before lifting off. It has no effect on the other spawn types, and now says so.
  • 2026-08-13
    Fixed a crash when an establishing shot was given an empty list of targets.
  • 2026-08-06
    The in progress list corrected: the old respawn menu helper is gone, and what remains is that Spawn in Vehicle only accepts a wheeled vehicle.
  • 2026-08-06
    Respawn Timeout described correctly: it sets how long the insertion flight waits for other players, not how long a player waits to respawn.
  • 2026-07-27
    Page first published.