An Arma 3 mod that spawns loot (weapons, equipment, clothing, magazines, attachments, and crates) inside buildings across the map. Designed for survival, sandbox, and Battle Royale-style missions.
- Spawns loot at building positions across the entire map
- Military buildings get specialized loot (assault rifles, machine guns, sniper rifles)
- Weapons spawn with compatible magazines
- Configurable spawn probability via Eden editor module
- Debug markers to visualize spawn locations
- Fully customizable loot tables via mission-level overrides
- Ravage mod compatible
- Arma 3 v1.60+
- CBA_A3 (Community Base Addons)
Subscribe to the mod on Steam Workshop and enable it in the Arma 3 launcher.
- Download or clone this repository
- Copy the
@B52Lootfolder to your Arma 3 directory (or use a mod symlink) - Add
@B52Lootto your Arma 3 launch parameters:-mod=@CBA_A3;@B52Loot
- Open your mission in the Eden Editor
- Go to Modules (F7) and find B52 > B52 Loot System
- Place the module anywhere on the map
- Configure the module attributes:
- Loot Probability (0-100): Chance that loot spawns at each building position. Default:
15 - Show Markers: Enable debug markers at spawn locations. Default:
Disabled
- Loot Probability (0-100): Chance that loot spawns at each building position. Default:
- Save and play the mission
If you prefer not to place an editor module, you can initialize the system via script. Add this to your mission's initServer.sqf:
// Optional: override loot tables before init
// B52_AssaultRifles = ["my_custom_rifle_1", "my_custom_rifle_2"];
call B52_Loot_Module_fnc_defineLootTables;
// Create a temporary logic object with settings
private _logic = "Logic" createVehicleLocal [0,0,0];
_logic setVariable ["lootProbability", 15];
_logic setVariable ["showMarkers", false];
[_logic, "", true] call B52_Loot_Module_fnc_init;All loot arrays can be overridden by defining them in your mission's init.sqf before the module activates. The mod uses isNil checks, so any pre-defined array takes priority.
| Array | Description |
|---|---|
B52_MilitaryKeywords |
Building classname keywords for military detection |
B52_IndustrialKeywords |
Building classname keywords for industrial detection |
B52_WeaponTypes |
Weighted weapon type selection (duplicate entries = higher chance) |
B52_AssaultRifles |
Assault rifle classnames |
B52_AssaultRiflesGL |
Grenade launcher rifle classnames |
B52_Handguns |
Pistol classnames |
B52_MachineGuns |
LMG/SAW classnames |
B52_SniperRifles |
Sniper/DMR classnames |
B52_SubmachineGuns |
SMG classnames |
B52_RocketLaunchers |
Rocket launcher classnames |
B52_MissileLaunchers |
Guided missile launcher classnames |
B52_Vests |
Vest/plate carrier classnames |
B52_Backpacks |
Backpack classnames |
B52_Clothes |
Uniform classnames |
B52_Magazines |
Standalone magazine classnames |
B52_Attachments |
Optic/suppressor/bipod classnames |
B52_Items |
General items (maps, GPS, NVG, medical) |
B52_Food |
Food items (empty by default, for use with survival mods) |
B52_HeroesEnabled |
Set to true to enable food spawning (requires B52_Food to be populated) |
In your mission's init.sqf:
B52_AssaultRifles = [
"CUP_arifle_M4A1", "CUP_arifle_M16A4",
"CUP_arifle_AK74", "CUP_arifle_AKM"
];
B52_Handguns = [
"CUP_hgun_M9", "CUP_hgun_Glock17",
"CUP_hgun_Makarov"
];
B52_SniperRifles = [
"CUP_srifle_M24_SOS", "CUP_srifle_SVD"
];
// Override other arrays as needed...Control the relative probability of each weapon type by adjusting duplicate entries:
// Heavy on assault rifles, rare snipers and launchers
B52_WeaponTypes = [
"AssaultRifle", "AssaultRifle", "AssaultRifle", "AssaultRifle", "AssaultRifle",
"Handgun", "Handgun",
"SubmachineGun", "SubmachineGun", "SubmachineGun",
"MachineGun",
"SniperRifle",
"RocketLauncher"
];B52 Loot is compatible with Ravage. Loot holders are flagged with rvg_intLoot to prevent Ravage's garbage collector from cleaning them up.
The mod spawns vanilla Arma 3 gear by default. To use weapons from CUP, RHS, or other mods, override the relevant B52_* arrays in your mission's init.sqf (see examples above).
You can auto-detect loaded mods and extend arrays:
if (isClass (configFile >> "CfgPatches" >> "CUP_Weapons")) then {
B52_AssaultRifles = B52_AssaultRifles + ["CUP_arifle_M4A1", "CUP_arifle_AK74"];
};ACE3 is compatible with B52 Loot. Weapons spawn with magazines as normal. ACE medical and interaction systems do not conflict with cargo operations.
Set B52_HeroesEnabled = true and populate B52_Food with your survival mod's food classnames in init.sqf.
- Install the mod on your server as you would any Arma 3 mod
- Copy the
.bikeyfile from thekeys/folder to your server'sKeys/directory - Add the mod to your server's
-mod=launch parameter - The loot system runs server-side only (
isServerguard)
Requires Arma 3 Tools from Steam.
- Clone this repository
- Open Addon Builder from Arma 3 Tools
- Set source directory to
addons/b52_loot - Build the PBO to
addons/b52_loot.pbo - To generate a server key:
- Use DSCreateKey to create a keypair
- Use DSSignFile to sign the PBO with your private key
- Distribute the
.bikey(public key) in thekeys/folder
This project is open source. See the repository for details.
- Badca52 - Original author
- Community contributors and bug reporters from the Steam Workshop