After many requests over the years, and another one most recently, I have now decided to release my loot spawner for Arma 3. The code is old as it was coded back in 2015 whilst I was learning how to code for Arma 3, but it still functions as intended.
With releasing my loot spawner to the public, I am also releasing the loot 'building position manual' portion... what is BPM you ask? Let me explain...
My BPM (building position manual) functions/mission lets you place building positions manually for any building, so if a building model has none or very few building positions you are able to add them manually with ease.
In order to gather the building positions from a building model, walk up to a building and press 'G'. If the building has no manually placed positions, and you want to add some, walk exactly where you want one, and press 'F' to add it (a yellow arrow will appear). Repeat this wherever you would like an extra position, once happy with it, paste the clipboard contents in to the buildingPosManual.sqf config file, save the file, then re-press 'G' within Arma 3 EDEN, and it will show you that there is an existing config entry for that building, it will remark all the yellow arrows with red, and then mark all the same type of buildings on the map with green markers (so you don't go to the same one twice).
vanilla (green) and manual placed (yellow) building positions |
config entry saved, vanilla (green) and manual placed (red) |
all the same building models marked as green (has config entry already) |
gathering building positions of a building ruins (vanilla positions shown as green arrows) |
after adding in manually placed positions (manual positions shown as yellow arrows) |
after pasting and saving the config entry (buildingPosManual.sqf) and re-pressing 'G' |
I have created this to make it MUCH easier to add in manual building positions to just-about-any building within Arma 3.
A config entry looks like...
_buildingPos_Land_Shop_02_V1_ruins_F = [[4.03613,-2.86426,-0.550273],[5.79248,-0.078125,-0.517672],[0.841797,4.18164,1.41129],[-3.61621,4.36719,3.29467],[-1.95508,4.28516,3.29019],[0.131836,2.4707,3.29724],[-1.25391,1.12305,3.29914],[-3.521,1.20898,3.29933],[-5.19238,0.385742,3.29933],[-5.28711,1.77637,3.29933],[-5.55273,-2.78809,-0.733989],[-3.47412,0.875977,-0.55027],[-3.44727,3.69922,-0.55027],[-1.07324,4.38965,-0.550275],[5.2793,4.00195,-0.0608864],[-0.0263672,-2.97363,-0.55028]];
So where can you use all these manually placed building positions via the config file? Well, included with the 'lootSpawnerBPM' files are the actual loot spawner script/function/code that I created back in 2015.
Once you have your configuration file exactly how you want it, you can then spawn the loot... and this is how to do so...
First up, locate and open the lootSpawnerConfig.sqf and configure it how you would like the loot spawner to behave. Once complete and saved, go back in to Arma 3 EDEN whilst in-game (SP or MP), open the debug console and paste in...
[position player,250] execVM "lootSpawner\lootSpawner.sqf";
This will make the loot spawner spawn loot around the position of the player at a radius of up to 250 meters (500 meter diameter). It will/can damage buildings, open doors on buildings (config entries), find ALL building positions (vanilla AND what is contained within the 'buildingPosManual.sqf' config file)... then calculate and spawn random loot at these positions.
This lootSpawnerBPM loot spawn code can be adapted for use in any mission you choose. Update the config entries for manual building positions, update the lootSpawnerConfig.sqf, place the directory structure within your own mission, and execute the script as you need. The scripts are very plug, execute and play... it's just up to you how you want them to function.
I hope I have explained well enough what the loot spawner BPM is about and how to use it, along with the actual loot spawner. Download it and check it out for yourself.
Where to get this code? You can check it out and download it on my github
DISCLAIMER... This 'lootSpawnerBPM' code release will have very little to no support from me... so if you intend on using it and don't know a lot about Arma 3 scripting/coding/functioning, or how to place/configure/execute this code within your own mission... then I suggest you learn.
Until next time...
-soul.