Arma 3
Exilemod Loot Position Creator
46 Comments
Stollenwerk 4 Sep, 2021 @ 10:37am 
I have the problem, when hitting 5 to generate the file, the confirmation window pops up on the desktop and ingame the screen gets black. After ALT+TAB ing a dozen times I get the window back into the game to confirm it. Any fix for that?
Danger 23 Mar, 2021 @ 7:55am 
the same as what eddi once wrote i have a fix for the auto generation Press 7
scroll tho the line 264 and change to

_line = [tostring[9],"class ",_buildingClass,tostring[13],tostring[9],"{",tostring[13],tostring[9],tostring[9],"table = ""Military",buildingcategory,""";"]joinstring "";
iCEtIMed 19 Jan, 2021 @ 4:36am 
this explains it a bit better. I just added the extra points under the other ones.
https://www.youtube.com/watch?v=AzsXJIqhd2U&feature=emb_logo
Zlobot 17 Apr, 2020 @ 7:27pm 
Maybe a lot of people don't work out well because they're in
"lootpos.pbo" in "lootpos\init\fn_init.sqf" line 221 says, "Press 3 to complete class before exporting file", and 3 is autogeneration. There you need to fix the record on button 4.
Kass 3 Jan, 2020 @ 2:24pm 
If autogeneration includes not all buildings, use this fix:
Do steps 1-3 like @Kääriäinen said and change this(start line 239):

//Create array with all buildings
_allBuildings = [];
_allBuildings = [12000,12000] nearObjects ["House",12000];
//array of all valid buidling classes

to this:

//Create array with all buildings
private ["_worldSideSize", "_mapCenter", "_scanRadiusSize"];
_worldSideSize = worldName call BIS_fnc_mapSize;
_mapCenter = _worldSideSize / 2;
_scanRadiusSize = _mapCenter * (sqrt 2);
_allBuildings = [];
_allBuildings = [_mapCenter,_mapCenter] nearObjects ["House",_scanRadiusSize];
//array of all valid buidling classes

That will dynamically get size of map and calculate truly radius of scan.
Pouchtre 5 Dec, 2019 @ 8:28am 
I re-tried the "fix", and it still definitely doesn't work for me.
Pouchtre 5 Dec, 2019 @ 7:07am 
@Brzęczyszczykiewicz I think I already did that and it didnt work, I will try again tho, thank u
Eddie 11 Nov, 2019 @ 2:21pm 
@Dack Janiels, @Verdict - Khaz posted how to fix this. Let me explain:

1) Go to "\Steam\steamapps\common\Arma 3\!Workshop\@Exilemod Loot Position Creator\addons"

2) Unpack lootpos.pbo and go to extracted folder "lootpos\init"

3) Open fn_init.sqf and change line 60:

From:
_line = [tostring[9],"class ",buildingClass,": ",buildingcategory,tostring[13],tostring[9],"{"]joinstring "";

To:
_line = [tostring[9],"class ",buildingClass,tostring[13],tostring[9],"{",tostring[13],tostring[9],tostring[9],"table = """,buildingcategory,""";"]joinstring "";

4) Save the file, repack it back into lootpos.pbo - done.

Now it will be making classes in the same format as you have them in your config.cpp, except for loot positions being listed each in their own line (which is better anyway).
Pouchtre 3 Oct, 2019 @ 2:35am 
Doesn't work in the way it writes the lootpositions.hpp file.
For any class of building, I get some thing like: class Land_Garaz_bez_tanku: ReplaceMe
I get that I have to put a building type (like "Tourist", "Military", etc...) for each building, but there's hundreds of them.
Tried every thing but nothing worked. This tool doesn't save me any time.
[RW] Scout 19 Jul, 2019 @ 4:34pm 
Hi patrix is there support for 64bit ? mine keep saying its not supported :-/
aussie battler 11 Jul, 2019 @ 5:46pm 
I had to use this for contact Dlc. This tool has not dated at all. It does all you need in a few clicks.

Great work, thanks for sharing it.
Count V 20 Apr, 2019 @ 11:54pm 
which PBO are you talking about Khaz
Khaz 9 Apr, 2019 @ 12:23am 
This mod is a little outdated in the way it formats, but is easily fixed if you have a PBO unpacker. Simply go into the PBO > init > fn_init.sqf, and change line 60 from

_line = [tostring[9],"class ",buildingClass,": ",buildingcategory,tostring[13],tostring[9],"{"]joinstring "";

to

_line = [tostring[9],"class ",buildingClass,tostring[13],tostring[9],"{",tostring[13],tostring[9],tostring[9],"table = """,buildingcategory,""";"]joinstring "";
Martok 23 Dec, 2018 @ 2:56pm 
Great tool.
Robbhimself 17 Dec, 2018 @ 7:44am 
you should port this to DayZ people would love you!
Schorsch_GER 21 Sep, 2018 @ 2:49pm 
Das ist die BESTE Loot Position Creator Mod die ich bis jetzt gefunden habe ♥ sehr sehr Geil. Hoffe das da immer weiter dran gearbeitet wird und verbesserungen gemacht werden. Daumen Hoch !:FIA::csgostar:
TheDude 7 Aug, 2018 @ 9:29am 
Please make it possible to delete the last loot position placed, often the pointing glove bugs out and you don't actually know where its going to land that position. So you start all over ;\

Thanks for only intuitive tool for loot positioning out there.
UncleBilly 22 Feb, 2018 @ 5:55pm 
Great tool. But I notice that although it generates positions in the expanded firehouse, no loot actually spawns there. Same for a few of the other buildings that have expanded interiors. And I cannot create a position on the top floor of the tower or the roof. The placement ball disappears.
Chainsaw Squirrel 8 Feb, 2018 @ 8:59am 
You can run this with 64 bit arma if you delete the DLL from the mod folder, before you start up the editor, steam will replace it eventually .. just delete it again the next time you want to use
Banters 30 Jan, 2018 @ 1:10am 
After using this i have no loot at all??
SASSY THE SASQUATCH 19 Aug, 2017 @ 4:34am 
Easier then I would of thought, nice work!
Outlawedz 12 Jul, 2017 @ 2:36pm 
got it to work and its fantastic. tyvm. to use all u got to do is launch game with this mod and map turned on, go to editor, load map, place a single guy, press play and off u go.
Outlawedz 12 Jul, 2017 @ 10:59am 
maybe im doing it wrong but does nothing for me. ive subscribed, launcherd a3. loaded in the mod, when launched ask if i want to switch to 32 bit, i say yeah. game loads go to map in editor and nothing. tried with exile loaded as well and not. have the dll in the a3 root. any tips?
Noordoosten 2 Jul, 2017 @ 11:41am 
Using the generate map feature seems to be crashing some peoples games and sometimes entire systems
RIPSAW 28 Jun, 2017 @ 12:25pm 
Great Job!!!
Frenzy 12 Jun, 2017 @ 7:20am 
it crashes my Arma every time I run 7 to auto-generate entire map. :steamfacepalm:
±ß→äª≈ƒΦ 23 Apr, 2017 @ 2:53pm 
I subscribed to the workshop, added in in as a mod to load and when I launch A3 I get this: https://s25.postimg.org/52lrb27mn/2017-04-23_14_51_13-_NVIDIA_Ge_Force_Overlay.png
HELLBOY 20 Apr, 2017 @ 3:34pm 
Fantastic tool!
Its easy to use and works fine.
I used auto generate entire map and worked very well.
Nice job man! ;)
tinboye 5 Feb, 2017 @ 7:19pm 
Is there more info on how to use this tool? I loaded the map I want in the editor. i have the mod enabled, i placed the dll file in my arma 3 folder.

none of the keys specified here work, I can press 9 or the 9 on numberpad but they do not display any instructions.
XxFri3ndlyxX 26 Jan, 2017 @ 1:09am 
This is a pretty cool tool. So I have few suggestion. First would be to be able to erase if misplaced. The other thing that would be nice is to verify if the building that the sphere touch has been done previously. Thanks for this tool it saves a lot of time.
bambam 6 Dec, 2016 @ 11:50am 
works like a charm
NooBGameS |TAC| 4 Dec, 2016 @ 3:23am 
It is not working anymore?
speedweasel* 23 Jun, 2016 @ 7:31pm 
Brilliant tool. Thanks Patrix87!
Roscoe 20 Jun, 2016 @ 5:18pm 
Some buildings seem to NEVER spawn loot... even if their info is in the cfg. Has anyone else encountered this?
Therealrag 13 Jun, 2016 @ 6:38pm 
do you have to use this on the server as its running or in eden?
Cookiezzz 9 Apr, 2016 @ 9:07am 
I second bots your options @Dizzturbed, it would be nice features to have.
I'm wondering if it would be possible to have a button that would spawn sample loot (So we can see how it's laying on an object or so). I could add it, but I can't find the files to edit :3
dermachtnix 27 Mar, 2016 @ 8:56am 
Thank you, very good work for the community
Dizzturbed 3 Mar, 2016 @ 11:06am 
@patrix since you now implemented the auto populate option, i have 2 ideas.
how about a small function that returns every house classname used on the map without doing something with them.
its hard (in general) to keep track of which class names are already done. if we'd have a list we could spawn in the houses we need rather than moving through all map and see for class names that are missing =)
second, would it be possible to check if a class name was already done when we hit the init for a building or is that to specific to a map for beeing used in a tool like this? something like check all map buildings, set a var on each and as soon as we finish spot creation it chnages it. so we cant do a class name twice.
Patrix  [author] 25 Feb, 2016 @ 3:25pm 
@San Thanks :)
San 24 Feb, 2016 @ 4:32pm 
Thank you Patrix87 Awesome mod!! :steammocking:
Patrix  [author] 24 Feb, 2016 @ 12:35pm 
@Dizzturbed
Thanks :)
Dizzturbed 24 Feb, 2016 @ 12:17pm 
i totally understand, dont mind it =) appreciate your hard work!
Patrix  [author] 24 Feb, 2016 @ 11:30am 
@Dizzturbed

I though about it and it is fairly hard to do, sorry
Dizzturbed 24 Feb, 2016 @ 3:17am 
i cant repeat it enough, this tool is friggin awesome!
for the wishlist.. would it be possible to implement a "save" and "load" option to be able to do the list? right now i need to do all buildings in one session to avoid double entries. maps like tavi are so huge that its hard to do in one session.
if its too hard, screw it. its already great as is stands =)
Patrix  [author] 18 Feb, 2016 @ 7:36am 
This is a mod, you subscribe, you start the launcher, you enable the mod you start the editor. Done
cGs! mIKE 17 Feb, 2016 @ 9:57pm 
nothing downloads when subscribed? where are the files located?