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To make random loot box (box with stuff that change every restart), follow the steps below :

​

​

1-In your mission folder, make stashLoot.sqf, and past the following line :

​

​

//1-level : pistols + magazine + items (3-3-2)
//2-Level : SMG + magazine + items + explosive (2-2-3)
//3-level : ASSault rifles (5.56 cal) + magazine + items (3-4-3)
//4-level : assault rifles  (6.5 cal) + magazine + backpack (3-4-2)
//5-level : assault rifles (7.56) + magazine + protection (2-3-2)
//6-level : snipers + magazine (1-1)
//7-level : launcher + magazine (1-1)

Itemloot = [
"Rangefinder",
"Binocular",
"ToolKit",
"NVGoggles",
"ItemWatch",
"ItemRadio",
"ItemMap",
"ItemCompass",
"ItemGPS",
"muzzle_snds_M",
"muzzle_snds_L",
"muzzle_snds_H_SW",
"muzzle_snds_H_MG",
"muzzle_snds_H",
"muzzle_snds_B",
"optic_Arco",
"optic_Aco",
"optic_Holosight",
"optic_Nightstalker",
"optic_Yorris",
"optic_tws",
"FirstAidKit",
"acc_pointer_IR",
"acc_flashlight",
"MineDetector",
"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",
"muzzle_snds_acp"
];

Backpacks =[
"B_AssaultPack_khk",
"B_Fieldpack_oli",
"B_AssaultPack_dgtl",
"B_AssaultPack_rgr",
"B_AssaultPack_sgg",
"B_AssaultPack_blk",
"B_AssaultPack_cbr",
"B_AssaultPack_mcamo",
"B_AssaultPack_ocamo",
"B_Kitbag_mcamo",
"B_Kitbag_sgg",
"B_Kitbag_cbr",
"B_Bergen_mcamo",
"B_Carryall_oli",
"B_Bergen_rgr",
"B_Bergen_sgg",
"B_Bergen_blk",
"B_FieldPack_khk",
"B_FieldPack_blk",
"B_FieldPack_ocamo",
"B_FieldPack_oucamo",
"B_FieldPack_cbr",
"B_Carryall_ocamo",
"B_Carryall_oucamo",
"B_Carryall_khk",
"B_Carryall_cbr",
"B_OutdoorPack_blk",
"B_OutdoorPack_tan",
"B_OutdoorPack_blu",
"B_HuntingBackpack",
"B_AssaultPackG",
"B_BergenG",
"B_BergenC_red",
"B_BergenC_grn",
"B_BergenC_blu",
"B_Parachute",
"Bag_Base",
"B_AssaultPack_Base",
"B_Kitbag_Base",
"B_Bergen_Base",
"B_FieldPack_Base",
"B_Carryall_Base",
"B_OutdoorPack_Base",
"B_BergenC_Base",
"B_Kitbag_rgr"];

Protection=[
"V_Rangemaster_belt",
"V_BandollierB_khk",
"V_BandollierB_cbr",
"V_BandollierB_rgr",
"V_BandollierB_blk",
"V_PlateCarrier1_rgr",
"V_PlateCarrier2_rgr",
"V_PlateCarrier3_rgr",
"V_PlateCarrierGL_rgr",
"V_Chestrig_khk",
"V_Chestrig_rgr",
"V_Chestrig_blk",
"V_TacVest_khk",
"V_TacVest_brn",
"V_TacVest_oli",
"V_TacVest_blk",
"V_HarnessO_brn",
"V_HarnessOGL_brn",
"V_RebreatherB",
"V_RebreatherIR",
"V_BandollierB_oli",
"V_PlateCarrier1_blk",
"V_PlateCarrierSpec_rgr",
"V_Chestrig_oli",
"V_TacVest_camo",
"V_TacVest_blk_POLICE",
"V_TacVestIR_blk",
"V_TacVestCamo_khk",
"V_HarnessO_gry",
"V_HarnessOGL_gry",
"V_HarnessOSpec_brn",
"V_HarnessOSpec_gry",
"V_PlateCarrierIA1_dgtl",
"V_PlateCarrierIA2_dgtl",
"V_PlateCarrierIAGL_dgtl",
"V_RebreatherIA",
"H_HelmetB",
"H_HelmetB_camo",
"H_Booniehat_khk",
"H_Booniehat_indp",
"H_Booniehat_mcamo",
"H_HelmetB_paint",
"H_HelmetB_light",
"H_Cap_red",
"H_Cap_blu",
"H_Cap_oli",
"H_Cap_headphones",
"H_PilotHelmetHeli_B",
"H_PilotHelmetHeli_O",
"H_HelmetO_ocamo",
"H_HelmetLeaderO_ocamo",
"H_MilCap_ocamo",
"H_MilCap_mcamo",
"H_Booniehat_grn",
"H_Booniehat_tan",
"H_Booniehat_dirty",
"H_Booniehat_dgtl",
"H_HelmetB_plain_mcamo",
"H_HelmetB_plain_blk",
"H_HelmetSpecB",
"H_HelmetSpecB_paint1",
"H_HelmetSpecB_paint2",
"H_HelmetSpecB_blk",
"H_HelmetIA",
"H_HelmetIA_net",
"H_HelmetIA_camo",
"H_Cap_tan",
"H_Cap_blk",
"H_Cap_blk_CMMG",
"H_Cap_brn_SPECOPS",
"H_Cap_tan_specops_US",
"H_Cap_khaki_specops_UK",
"H_Cap_grn",
"H_Cap_grn_BI",
"H_Cap_blk_Raven",
"H_Cap_blk_ION",
"H_HelmetCrew_B",
"H_HelmetCrew_O",
"H_HelmetCrew_I",
"H_PilotHelmetFighter_B",
"H_PilotHelmetFighter_O",
"H_PilotHelmetFighter_I",
"H_PilotHelmetHeli_I",
"H_CrewHelmetHeli_B",
"H_CrewHelmetHeli_O",
"H_CrewHelmetHeli_I",
"H_BandMask_blk",
"H_BandMask_khk",
"H_BandMask_reaper",
"H_BandMask_demon",
"H_HelmetO_oucamo",
"H_HelmetLeaderO_oucamo",
"H_HelmetSpecO_ocamo",
"H_HelmetSpecO_blk",
"H_MilCap_oucamo",
"H_MilCap_rucamo",
"H_MilCap_gry",
"H_MilCap_dgtl",
"H_MilCap_blue",
"H_Bandanna_surfer",
"H_Bandanna_khk",
"H_Bandanna_cbr",
"H_Bandanna_sgg",
"H_Bandanna_gry",
"H_Bandanna_camo",
"H_Bandanna_mcamo",
"H_Shemag_khk",
"H_Shemag_tan",
"H_Shemag_olive",
"H_ShemagOpen_khk",
"H_ShemagOpen_tan",
"H_Beret_blk",
"H_Beret_blk_POLICE",
"H_Beret_red",
"H_Beret_grn",
"H_Beret_grn_SF",
"H_Beret_brn_SF",
"H_Beret_ocamo",
"H_Watchcap_blk",
"H_Watchcap_khk",
"H_Watchcap_camo",
"H_Watchcap_sgg",
"H_TurbanO_blk",
"H_StrawHat",
"H_StrawHat_dark",
"H_Hat_blue",
"H_Hat_brown",
"H_Hat_camo",
"H_Hat_grey",
"H_Hat_checker",
"H_Hat_tan",
"H_Helmet_Kerry",
"H_HelmetB_grass",
"H_HelmetB_snakeskin",
"H_HelmetB_desert",
"H_HelmetB_black",
"H_HelmetB_sand",
"H_HelmetB_light_grass",
"H_HelmetB_light_snakeskin",
"H_HelmetB_light_desert",
"H_HelmetB_light_black",
"H_HelmetB_light_sand"];

Explosives =[
"ATMine_Range_Mag",
"APERSMine_Range_Mag",
"ClaymoreDirectionalMine_Remote_Mag",
"DemoCharge_Remote_Mag",
"APERSBoundingMine_Range_Mag",
"SLAMDirectionalMine_Wire_Mag",
"APERSTripMine_Wire_Mag",
"MiniGrenade",
"HandGrenade",
"1Rnd_HE_Grenade_shell"
];





Handgun=[
"hgun_ACPC2_F",
"hgun_ACPC2_snds_F",
"hgun_P07_F",
"hgun_P07_snds_F",
"hgun_Pistol_heavy_01_F",
"hgun_Pistol_heavy_01_snds_F",
"hgun_Pistol_heavy_01_MRD_F",
"hgun_Pistol_heavy_02_F",
"hgun_Pistol_heavy_02_Yorris_F",
"hgun_Rook40_F",
"hgun_Rook40_snds_F"];

Submachinegun=[
"hgun_PDW2000_F",
"hgun_PDW2000_snds_F",
"hgun_PDW2000_Holo_snds_F",
"hgun_PDW2000_Holo_F",
"SMG_01_F",
"SMG_01_Holo_F",
"SMG_01_Holo_pointer_snds_F",
"SMG_01_ACO_F",
"SMG_02_F",
"SMG_02_ACO_F",
"SMG_02_ARCO_pointg_F"];

Assaultrifle556=[
"arifle_Mk20_F",
"arifle_Mk20C_F",
"arifle_Mk20_GL_F",
"arifle_Mk20C_ACO_F",
"arifle_Mk20_Holo_F",
"arifle_Mk20_ACO_F",
"arifle_Mk20_plain_F",
"arifle_Mk20C_plain_F",
"arifle_Mk20_GL_plain_F",
"arifle_Mk20C_ACO_pointer_F",
"arifle_Mk20_pointer_F",
"arifle_Mk20_ACO_pointer_F",
"arifle_Mk20_MRCO_F",
"arifle_Mk20_MRCO_plain_F",
"arifle_Mk20_MRCO_pointer_F",
"arifle_Mk20_GL_MRCO_pointer_F",
"arifle_Mk20_GL_ACO_F",
"arifle_TRG21_F",
"arifle_TRG20_F",
"arifle_TRG21_GL_F",
"arifle_TRG20_Holo_F",
"arifle_TRG20_ACO_pointer_F",
"arifle_TRG20_ACO_F",
"arifle_TRG20_ACO_Flash_F",
"arifle_TRG21_ARCO_pointer_F",
"arifle_TRG21_GL_ACO_pointer_F",
"arifle_TRG21_ACO_pointer_F",
"arifle_TRG21_MRCO_F",
"arifle_TRG21_GL_MRCO_F"];

Assaultrifle65=[
"arifle_MXC_F",
"arifle_MX_F",
"arifle_MX_GL_F",
"arifle_MX_SW_F",
"arifle_MXM_F",
"arifle_MX_Hamr_pointer_F",
"arifle_MX_ACO_pointer_F",
"arifle_MX_GL_ACO_pointer_F",
"arifle_MX_GL_Hamr_pointer_F",
"arifle_MXC_Holo_F",
"arifle_MXC_Holo_pointer_F",
"arifle_MX_SW_Hamr_pointer_F",
"arifle_MXM_Hamr_pointer_F",
"arifle_MX_pointer_F",
"arifle_MX_Holo_pointer_F",
"arifle_MX_ACO_F",
"arifle_MX_GL_ACO_F",
"arifle_MX_SW_pointer_F",
"arifle_MX_SW_Black_Hamr_pointer_F",
"arifle_MX_Black_Hamr_pointer_F",
"arifle_MX_GL_Black_Hamr_pointer_F",
"arifle_MXM_Black_F",
"arifle_MX_SW_Black_F",
"arifle_MX_GL_Black_F",
"arifle_MX_Black_F",
"arifle_MXC_Black_F",
"arifle_Katiba_F",
"arifle_Katiba_C_F",
"arifle_Katiba_GL_F",
"arifle_Katiba_C_ACO_pointer_F",
"arifle_Katiba_C_ACO_F",
"arifle_Katiba_ACO_F",
"arifle_Katiba_ACO_pointer_F",
"arifle_Katiba_ARCO_F",
"arifle_Katiba_ARCO_pointer_F",
"arifle_Katiba_GL_ACO_F",
"arifle_Katiba_GL_ARCO_pointer_F",
"arifle_Katiba_GL_ACO_pointer_F",
"arifle_Katiba_pointer_F",
"arifle_Katiba_GL_Nstalker_pointer_F",
"arifle_Katiba_GL_ACO_pointer_snds_F",
"arifle_Katiba_C_ACO_pointer_snds_F",
"arifle_Katiba_ACO_pointer_snds_F",
"arifle_Katiba_ARCO_pointer_snds_F",
"arifle_MXC_ACO_F",
"arifle_MXC_Holo_pointer_snds_F",
"arifle_MXC_SOS_point_snds_F",
"arifle_MXC_ACO_pointer_snds_F",
"arifle_MXC_ACO_pointer_F",
"arifle_MX_ACO_pointer_snds_F",
"arifle_MXM_RCO_pointer_snds_F",
"arifle_MXM_SOS_pointer_F",
"arifle_MX_GL_Holo_pointer_snds_F",
"arifle_MX_RCO_pointer_snds_F"];

Assaultrifle762=[""
];

Sniperrifle=[
"arifle_MXM_DMS_F",
"srifle_EBR_F",
"srifle_EBR_ACO_F",
"srifle_EBR_ARCO_pointer_F",
"srifle_EBR_DMS_F",
"srifle_EBR_Hamr_pointer_F",
"srifle_EBR_DMS_pointer_snds_F",
"srifle_GM6_F",
"srifle_GM6_LRPS_F",
"srifle_LRR_camo_F",
"srifle_LRR_camo_SOS_F",
"srifle_LRR_camo_LRPS_F",
"srifle_GM6_camo_F",
"srifle_GM6_camo_SOS_F",
"srifle_GM6_camo_LRPS_F",
"srifle_LRR_F",
"srifle_LRR_LRPS_F",
"srifle_GM6_SOS_F",
"srifle_EBR_ARCO_pointer_snds_F",
"srifle_LRR_SOS_F",
"srifle_EBR_SOS_F",
"srifle_EBR_MRCO_pointer_F",
"srifle_DMR_01_MRCO_F",
"srifle_DMR_01_DMS_snds_F",
"srifle_DMR_01_ARCO_F",
"srifle_DMR_01_F",
"srifle_DMR_01_SOS_F",
"srifle_DMR_01_ACO_F",
"srifle_DMR_01_DMS_F"];

Launcher=[
"launch_Titan_F",
"launch_Titan_short_F",
"launch_B_Titan_F",
"launch_I_Titan_F",
"launch_O_Titan_F",
"launch_B_Titan_short_F",
"launch_I_Titan_short_F",
"launch_O_Titan_short_F",
"launch_RPG32_F",
"launch_NLAW_F"];




//^^ Adjust to select field of weapons to be added, similar to an array, may be able to link to external .xml

private["_box","_type","_boxn","_bType","_bType","_bPos","_boxn","_cfgweapons","_weapons","_magazines","_cur_wep","_classname","_wep_type","_scope","_picture","_items","_backpacks"];
_box = _this select 0;
_type = _this select 1;

_resupply = if(count _this > 2) then {_this select 2;} else {false;};
_resupply_time = if(count _this > 3) then {_this select 3;} else {60 * 5}; // adjust the time it takes before crate resupplies

_bType = typeOf _box;
_bPos = getPos _box;


if(!local _box) then
{
_box hideObject true;
_boxn = _bType createVehicleLocal [0,0,0];
_boxn setPosATL [_bPos select 0,_bPos select 1,0];

}
else
{
_boxn = _box;
};


// clears box/stash inventory
clearWeaponCargo _boxn;
clearMagazineCargo _boxn;
clearItemCargo _boxn;
clearBackpackCargo _boxn;

switch (_type) do
{

case 0:
{
_Loot1a = Handgun call bis_fnc_selectRandom; // selects random item
_Loot1b = Handgun call bis_fnc_selectRandom; // selects random item
_Loot1c = Handgun call bis_fnc_selectRandom; // selects random item
_Loot1d = Itemloot call bis_fnc_selectRandom;
_Loot1e = Itemloot call bis_fnc_selectRandom;
    
     _magazinesa = getArray (configFile / "CfgWeapons" / _Loot1a / "magazines");
     _magazinesb = getArray (configFile / "CfgWeapons" / _Loot1b / "magazines");
     _magazinesc = getArray (configFile / "CfgWeapons" / _Loot1c / "magazines");

_magazinesClassa = _magazinesa call bis_fnc_selectRandom;
_magazinesClassb = _magazinesb call bis_fnc_selectRandom;
_magazinesClassc = _magazinesc call bis_fnc_selectRandom;

     _boxn addWeaponCargo [_Loot1a, 1];
      _boxn addWeaponCargo [_Loot1b, 1];
       _boxn addWeaponCargo [_Loot1c, 1];
       
     _boxn addMagazineCargo [_magazinesClassa, 3];
     _boxn addMagazineCargo [_magazinesClassb, 3];
     _boxn addMagazineCargo [_magazinesClassc, 3];
    
     _boxn addItemCargo [_Loot1d, 1];
     _boxn addItemCargo [_Loot1e, 1];

};

case 1:
{
_Loot2a = Submachinegun call bis_fnc_selectRandom; // selects random item
_Loot2b = Submachinegun call bis_fnc_selectRandom; // selects random item
_Loot2c = Itemloot call bis_fnc_selectRandom;
_Loot2d = Itemloot call bis_fnc_selectRandom;
_Loot2e = Explosives call bis_fnc_selectRandom;
_Loot2f = Explosives call bis_fnc_selectRandom;
_Loot2g = Explosives call bis_fnc_selectRandom;


    
     _magazinesa = getArray (configFile / "CfgWeapons" / _Loot2a / "magazines");
     _magazinesb = getArray (configFile / "CfgWeapons" / _Loot2b / "magazines");

_magazinesClassa = _magazinesa call bis_fnc_selectRandom;
_magazinesClassb = _magazinesb call bis_fnc_selectRandom;

     _boxn addWeaponCargo [_Loot2a, 1];
     _boxn addWeaponCargo [_Loot2b, 1];
    
     _boxn addMagazineCargo [_magazinesClassa, 2];
     _boxn addMagazineCargo [_magazinesClassb, 2];
    
    
     _boxn addItemCargo [_Loot2c, 1];
     _boxn addItemCargo [_Loot2d, 1];
    
     _boxn addMagazineCargo [_Loot2e, 1];
     _boxn addMagazineCargo [_Loot2f, 1];
     _boxn addMagazineCargo [_Loot2g, 1];
    
    
    

};

case 2:
{
_Loot3a = Assaultrifle556 call bis_fnc_selectRandom; // selects random item
_Loot3b = Assaultrifle556 call bis_fnc_selectRandom; // selects random item
_Loot3c = Assaultrifle556 call bis_fnc_selectRandom;
_Loot3d = Itemloot call bis_fnc_selectRandom;
_Loot3e = Itemloot call bis_fnc_selectRandom;
_Loot3f = Itemloot call bis_fnc_selectRandom;



    
     _magazinesa = getArray (configFile / "CfgWeapons" / _Loot3a / "magazines");
     _magazinesb = getArray (configFile / "CfgWeapons" / _Loot3b / "magazines");
     _magazinesc = getArray (configFile / "CfgWeapons" / _Loot3c / "magazines");
    

_magazinesClassa = _magazinesa call bis_fnc_selectRandom;
_magazinesClassb = _magazinesb call bis_fnc_selectRandom;
_magazinesClassc = _magazinesc call bis_fnc_selectRandom;

     _boxn addWeaponCargo [_Loot3a, 1];
     _boxn addWeaponCargo [_Loot3b, 1];
     _boxn addWeaponCargo [_Loot3c, 1];
    
     _boxn addMagazineCargo [_magazinesClassa, 4];
     _boxn addMagazineCargo [_magazinesClassb, 4];
     _boxn addMagazineCargo [_magazinesClassc, 4];
    
     _boxn addItemCargo [_Loot3d, 1];
     _boxn addItemCargo [_Loot3e, 1];
     _boxn addItemCargo [_Loot3f, 1];

};

case 3:
{
_Loot4a = Assaultrifle65 call bis_fnc_selectRandom; // selects random item
_Loot4b = Assaultrifle65 call bis_fnc_selectRandom; // selects random item
_Loot4c = Assaultrifle65 call bis_fnc_selectRandom;
_Loot4d = Backpacks call bis_fnc_selectRandom;
_Loot4e = Backpacks call bis_fnc_selectRandom;

    
     _magazinesa = getArray (configFile / "CfgWeapons" / _Loot4a / "magazines");
     _magazinesb = getArray (configFile / "CfgWeapons" / _Loot4b / "magazines");
     _magazinesc = getArray (configFile / "CfgWeapons" / _Loot4c / "magazines");
    

_magazinesClassa = _magazinesa call bis_fnc_selectRandom;
_magazinesClassb = _magazinesb call bis_fnc_selectRandom;
_magazinesClassc = _magazinesc call bis_fnc_selectRandom;

     _boxn addWeaponCargo [_Loot4a, 1];
     _boxn addWeaponCargo [_Loot4b, 1];
     _boxn addWeaponCargo [_Loot4c, 1];
    
     _boxn addMagazineCargo [_magazinesClassa, 4];
     _boxn addMagazineCargo [_magazinesClassb, 4];
     _boxn addMagazineCargo [_magazinesClassc, 4];

     _boxn addbackpackcargo [_Loot4d, 1];
     _boxn addbackpackcargo [_Loot4e, 1];
    
};

case 4: // should be 7.62 assault rifles
{
_Loot5a = Assaultrifle65 call bis_fnc_selectRandom; // selects random item
_Loot5b = Assaultrifle65 call bis_fnc_selectRandom; // selects random item
_Loot5c = Protection call bis_fnc_selectRandom; // selects random item
_Loot5d = Protection call bis_fnc_selectRandom; // selects random item

    
     _magazinesa = getArray (configFile / "CfgWeapons" / _Loot5a / "magazines");
     _magazinesb = getArray (configFile / "CfgWeapons" / _Loot5b / "magazines");
    
_magazinesClassa = _magazinesa call bis_fnc_selectRandom;
_magazinesClassb = _magazinesb call bis_fnc_selectRandom;

     _boxn addWeaponCargo [_Loot5a, 1];
     _boxn addWeaponCargo [_Loot5b, 1];
         
     _boxn addMagazineCargo [_magazinesClassa, 3];
     _boxn addMagazineCargo [_magazinesClassb, 3];
    
     _boxn additemcargo [_Loot5c, 1];
     _boxn additemcargo [_Loot5d, 1];
    
};

case 5:
{
_Loot6 = Sniperrifle call bis_fnc_selectRandom; // selects random item
 
     _magazinesa = getArray (configFile / "CfgWeapons" / _Loot6 / "magazines");
 
_magazinesClassa = _magazinesa call bis_fnc_selectRandom;

     _boxn addWeaponCargo [_Loot6, 1];
    
     _boxn addMagazineCargo [_magazinesClassa, 1];

};

case 6:
{
_Loot7 = Launcher call bis_fnc_selectRandom; // selects random item
 
     _magazinesa = getArray (configFile / "CfgWeapons" / _Loot7 / "magazines");
 
_magazinesClassa = _magazinesa call bis_fnc_selectRandom;

     _boxn addWeaponCargo [_Loot7, 1];
    
     _boxn addMagazineCargo [_magazinesClassa, 1];

};
};

// if statement to resupply crate
if(_resupply) then
{
sleep _resupply_time;
[_boxn,_type,_resupply,_resupply_time] execVM "stashLoot.sqf";
};;

​

​

2-Open your mission in 3DEN Editor and place the box you want. In the INIT line of the box, past one of the following code :

​

Box that gives Pistols and items


nul = [this, 0, true] execVM "stashLoot.sqf";

Box that gives SMGs and items

nul = [this, 1, true] execVM "stashLoot.sqf";

Box that gives Assault Rifles in 5.56 and protections

nul = [this, 2, true] execVM "stashLoot.sqf";

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Box that gives Assault Rifles in 6.5 and protections

 

nul = [this, 3, true] execVM "stashLoot.sqf";

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Box that gives Assault Rifles in 7.56 and heavy protections

 

nul = [this, 4, true] execVM "stashLoot.sqf";

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Box that gives Sniper Rifles and heavy protections

 

nul = [this, 5, true] execVM "stashLoot.sqf";

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Box that gives Launchers and heavy protections

 

nul = [this, 6, true] execVM "stashLoot.sqf";

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Every restart the loot will be different, depending of the kind of box level you place

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You can add/remove stuff from the list as you want

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ATTENTION : if you place box with this random loot system, the box has big luck to be stuck on ground, i mean that if you place inside building on first floor for exemple, there is big possibility the box goes down automaticly

MAKE RANDOM LOOT BOX

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