ALiVE.OS · ALiVE 3 Development
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.
Overview
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
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).
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.
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.
When enabled, players come back with the same loadout they were carrying when they died, instead of a fresh default loadout.
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.
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
ALiVE_SUP_MULTISPAWN_RESPAWN_ plus the faction class.Settings
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.
Players can pick a squadmate to spawn on even with hostile soldiers within 50 m.
The insertion transport waits up to 120 seconds for respawned players to gather, or lifts off sooner once every seat is full.
Players come back with their default loadout rather than what they carried when killed.
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.
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.
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
Status
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 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.
If a mission maker accidentally places two Multispawn modules, the module detects it and shows a warning instead of silently creating conflicting respawn behaviour.
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.
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
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