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Note : this procedure is done with old weapons/objects names. To change it and custom your spawn point, dont hesitate to go to editor and in the right side, place your mouse on any weapon/object to see the ID code appear. You can place this ID code inside your spawn code below

 

 

To make random loot spawns (like DayZ style), follow theses steps :

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Go to editor and on your mission, place Invisible Helipad on your mission

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In the INIT box of your helipad, past following code :

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For Weapons :

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gun = ["arifle_MX_F", "arifle_MX_GL_F", "arifle_MXC_F", "arifle_TRG20_F", "arifle_TRG21_F", "arifle_TRG21_GL_F", "arifle_MXM_F", "srifle_EBR_F", "LMG_Mk200_F", "hgun_P07_F", "arifle_Khaybar_F", "arifle_Khaybar_C_F", "arifle_Khaybar_GL_F", "hgun_rook40_F"] call BIS_fnc_selectRandom;
Waffe1 = "groundweaponholder" createVehicle getpos this;
Waffe1 addWeaponCargo [gun,1];
Waffe1 setPos [getPos this select 0,getPos this select 1,0.00];

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For Ammos :

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ammov = ["30Rnd_65x39_Caseless_mag", "100Rnd_65x39_Caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "100Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_case_mag", "20Rnd_762x45_Mag", "16Rnd_9x21_Mag", "30Rnd_9x21_Mag", "20Rnd_556x45_UW_Mag", "30RND_556x45_Stanag", "200RND_65x39_Cased_box_Tracer", "RPG32_F", "ATMine_Range_Mag", "APERSMine_Range_Mag", "ClaymoreDirectionalMine_Remote_Mag", "DemoCharge_Remote_Mag", "APERSBoundingMine_Range_Mag", "SLAMDirectionalMine_Wire_Mag", "APERSTripMine_Wire_Mag", "1Rnd_HE_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_SmokeGreen_Grenade_shell", "1Rnd_SmokeYellow_Grenade_shell", "1Rnd_SmokePurple_Grenade_shell", "1Rnd_SmokeBlue_Grenade_shell", "1Rnd_SmokeOrange_Grenade_shell", "SmokeShellRed", "SmokeShell", "SmokeShellGreen", "SmokeShellYellow", "SmokeShellPurple", "SmokeShellBlue", "SmokeShellOrange"] call BIS_fnc_selectRandom; Waffe1 = "groundweaponholder" createVehicle getpos this; Waffe1 addmagazinecargo [ammov,2]; Waffe1 setPos [getPos this select 0,getPos this select 1,0.00];

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For Items :

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itemw = ["muzzle_snds_H", "muzzle_snds_L", "muzzle_snds_B", "muzzle_snds_H_MG", "optic_Arco", "optic_Hamr", "optic_Aco", "optic_ACO_grn", "optic_Holosight", "acc_flashlight", "acc_pointer_IR", "FirstAidKit", "Toolkit"] call BIS_fnc_selectRandom;
Waffe1 = "groundweaponholder" createVehicle getpos this;
Waffe1 additemcargo [itemw,1];
Waffe1 setPos [getPos this select 0,getPos this select

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For Uniforms :

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uni = ["U_B_CombatUniform_mcam", "U_B_CombatUniform_mcam_tshirt", "U_B_CombatUniform_mcam_vest", "U_B_HeliPilotCoveralls", "U_B_Wetsuit",
"U_C_Poloshirt_blue", "U_C_Poloshirt_burgundy", "U_C_Poloshirt_stripped", "U_C_Poloshirt_tricolour", "U_C_Poloshirt_salmon",
"U_C_Poloshirt_redwhite", "U_C_Commoner1_1", "U_C_Commoner1_2", "U_C_Commoner1_3"] call BIS_fnc_selectRandom;
Waffe1 = "groundweaponholder" createVehicle getpos this;
Waffe1 additemcargo [uni,1];
Waffe1 setPos [getPos this select 0,getPos this select 1,0.00];

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For Backpacks :

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backp = ["B_AssaultPack_khk", "B_AssaultPack_khk_holder", "B_AssaultPack_dgtl", "B_AssaultPack_rgr", "B_AssaultPack_rgr_Medic",
"B_AssaultPack_rgr_Repair", "B_AssaultPack_sgg", "B_AssaultPack_blk", "B_AssaultPack_blk_DiverExp", "B_AssaultPack_blk_DiverTL",
"B_AssaultPack_cbr", "B_AssaultPack_mcamo", "B_AssaultPack_ocamo", "B_Kitbag_mcamo", "B_Kitbag_sgg", "B_Kitbag_cbr", "B_FieldPack_blk",
"B_FieldPack_blk_DiverExp", "B_FieldPack_blk_DiverTL", "B_FieldPack_ocamo", "B_FieldPack_cbr", "B_FieldPack_cbr_AT", "B_FieldPack_cbr_Repair",
"B_Carryall_ocamo", "B_Carryall_oucamo", "Bag_Base", "B_AssaultPack_Base", "B_Kitbag_Base", "B_FieldPack_Base", "B_Bergen_Base",
"B_Carryall_Base"] call BIS_fnc_selectRandom;
 
Waffe1 = "groundweaponholder" createVehicle getpos this;
Waffe1 addbackpackcargo [backp,1];
Waffe1 setPos [getPos this select 0,getPos this select 1,0.00];

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For Vests :

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vestx = ["V_Rangemaster_belt", "V_BandollierB_khk", "V_BandollierB_rgr", "V_BandollierB_cbr", "V_PlateCarrier1_rgr", "V_PlateCarrier1_cbr", "V_PlateCarrier2_rgr", "V_PlateCarrierGL_rgr", "V_Chestrig_khk", "V_ChestrigB_rgr", "V_TacVest_khk", "V_TacVest_brn", "V_TacVest_oli", "V_HarnessO_brn", "V_HarnessOGL_brn", "V_RebreatherB", "V_RebreatherIR"] call BIS_fnc_selectRandom;
 
Waffe1 = "groundweaponholder" createVehicle getpos this;
Waffe1 additemcargo [vestx,1];
Waffe1 setPos [getPos this select 0,getPos this select 1,0.00];

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For Helmets :

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helm = ["H_HelmetB", "H_HelmetB_paint", "H_HelmetB_light", "H_Cap_red", "H_Cap_brn_SERO", "H_Cap_blu", "H_Cap_headphones", "H_PilotHelmetHeli_B", "H_PilotHelmetHeli_O", "H_HelmetO_ocamo", "H_MilCap_ocamo", "H_MilCap_mcamo"] call BIS_fnc_selectRandom;
 
Waffe1 = "groundweaponholder" createVehicle getpos this;
Waffe1 additemcargo [helm,1];
Waffe1 setPos [getPos this select 0,getPos this select 1,0.00];

MAKE RANDOM LOOT SPAWN

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