Arma 3
B52 Random Vehicles
16 Comments
Country Doggo 7 Mar @ 7:16pm 
Would there be a way enable dynamic simulation on all the spawned vehicles to save performance? Or maybe a module setting that lets you load an init script onto the spawned vehicles like ***this enableDynamicSimulation true;***
D0M1NGU3S 5 May, 2021 @ 12:04pm 
very good to survivals scenarios
ThatOneODST 20 May, 2019 @ 7:38pm 
Hey uhh...badca52. Do you know when youll update the mod to include the other vehicles?
Badca52  [author] 6 Jan, 2018 @ 9:27am 
Piston, go right ahead!
Badca52  [author] 6 Jan, 2018 @ 9:27am 
Piston 11 Dec, 2017 @ 4:41am 
hello there, Badca52, i wanted to ask a permission if i can use your mod in my own modpack, i'm asking you because i want to make sure if it's okay with you, i'll give you the credits of course, i hope i can do that.
KV 25 Jun, 2017 @ 1:02pm 
does this work for malden


Badca52  [author] 18 Apr, 2017 @ 11:06pm 
Minimal support for Ravage has been added. Please see the Desired Features discussion on B52 Loot and get the latest of B52 Core. There will be a chance for Ravage items to spawn in vehicles since Ravage items have been added to the general loot pool. Hope this is something Ravage users can enjoy! Thanks for your support!
Lonewolf 16 Apr, 2017 @ 8:44pm 
NOICE
Badca52  [author] 16 Apr, 2017 @ 5:15pm 
Going forward you do not have to add the B52 Core module to your missions. The module itself has been removed. It is only necessary to enable the mod.
Badca52  [author] 15 Apr, 2017 @ 11:55pm 
Please subscribe to this thread if you want notifications on updates. I'll be posting a comment in addition to the changelogs with a quick summary of what has changed.
Badca52  [author] 15 Apr, 2017 @ 3:53pm 
New update allows for loot type customization
Jukebox31b 11 Apr, 2017 @ 8:00pm 
ok. Trying now.
Badca52  [author] 11 Apr, 2017 @ 6:49pm 
So
1. Update your mission file by adding the B52 Core System and B52 Random Vehicles System
2. Add B52 Core and B52 Random Vehicles to your -mod parameter for the server
3. Make sure whoever is connecting has these 2 mods enabled as well

You may get an error saying B52 Random Vehicles requires B52 Core but as long as you have B52 Core loading before B52 Random Vehicles you can ignore this error.

Good luck!
Badca52  [author] 11 Apr, 2017 @ 6:48pm 
Jukebox > So I just tested this and got it working. It's not working as I had intended it but I can give you a few steps that will get you up and running with this.

Unfortunately you won't be able to add it to the -servermods parameter on your server. You'll need to add it to the -mod parameter. Here's an example. of my parameter list as tested with TADST:

-port=2302 "-config=E:\Steam\steamapps\common\Arma 3\TADST\B52Modules\TADST_config.cfg" "-cfg=E:\Steam\steamapps\common\Arma 3\TADST\B52Modules\TADST_basic.cfg" "-profiles=E:\Steam\steamapps\common\Arma 3\TADST\B52Modules" -name=B52Modules "-mod=D:\Arma3ServerMods\@CBA_A3;_CommonRedist;Curator;Heli;Kart;Launcher;Mark;@B52 Core;@B52 Random Vehicles"

This also means that anybody connecting will need the mods as well. Hopefully I can get this fixed in the future but this should work for now.

You'll still need to edit whatever mission file you are looking to use this with and add the modules via the mission editor.
Jukebox31b 11 Apr, 2017 @ 4:19pm 
How do I make this function with someone else's mod, without having to open the PBO file? 'Antistasi' for example.

Can I simply just add it to my server's start mods?