Vehicle Limiter

by WhiskeyDreamzZz
Vehicle Limiter

Summary

🚁 Vehicle Limiter Mod: cap how many attack helis (or rocket-pod loadouts) can exist at once—any airframe, any purchase method. Auto-deletes wrecks & abandoned vehicles. No more heli spam!

Description

VEHICLE LIMITER MOD (VLM) Keep your server from getting overrun with attack helicopters and other high-value vehicles.
WHAT IT DOES Limits how many of a given vehicle — or group of vehicles — can exist alive on your server at once. Works no matter how the vehicle was spawned: Game Master placement, Conflict Arsenal purchase, or a Vehicle Maintenance/Free Roam Building depot. Over-limit vehicles are deleted automatically, and the player who purchased it is refunded compensation XP with an in-game notification explaining why.
It also automatically cleans up dead weight: destroyed wrecks, vehicles whose crew died and never came back, and vehicles simply left sitting unused for a long time — all handled on their own independent timers so slots free up on their own without admin intervention.
KEY FEATURES
• Per-prefab limits — cap an exact vehicle to however many you want alive at once.
• Shared group limits — pool multiple prefabs into one combined cap (e.g. all Apache loadout variants → 1 alive total).
• Attachment-based limits — the standout feature. Scans each vehicle's attached components for weapons mounted post-spawn (like rocket pods via the pylon system) and limits based on what's actually equipped, regardless of airframe or when it was attached.
• Automatic wreck cleanup, crew-death detection, and abandonment cleanup — vehicles free their slots and clean themselves up on independent timers, no admin work needed.
• Fully config-driven — everything lives in one hand-editable JSON file, no recompiling.
• Admin/GM exemption list.
HOW TO SET IT UP
Attach the included VLM_VehicleLimiterComponent to any vehicle prefab you want covered (Workbench → Add Component). Repeat for every loadout variant you want included — only vehicles with this component attached are limited or cleaned up.
Build/deploy your addon like any other mod.
On your server, edit: $profile:VehicleLimiter/VehicleLimits.json (auto-generated with a working example on first launch).
HOW TO CONFIGURE
Four sections in the JSON:
• "Limits" — cap ONE exact prefab: { "m_sPrefabName": "{GUID}Prefabs/Path/Vehicle.et", "m_iMaxCount": 1 } Find the exact string in your console log next to "Entity prefab load" the first time you spawn that vehicle.
• "Groups" — pool several prefabs into ONE cap by name. E.g. a group named "AH64D" with "m_aNameContains": ["AH64D"] pools every Apache variant into a single limit instead of limiting each one separately.
• "AttachmentGroups" — pool vehicles by a weapon ATTACHED after spawn instead of the vehicle's own name. E.g. "m_aKeywords": ["m261", "m260"] limits any vehicle with a matching rocket pod to 1 alive total, regardless of airframe. Checked every 2 seconds.
• "ExemptPlayerNames" — admin/GM names that bypass every limit.
Group/AttachmentGroup membership always overrides an individual Limits entry for that prefab. Restart the server after any edit — config is read once at mission start.
TESTING IT WORKS Check your console log for "[VLM] Loaded limit:", "[VLM] Loaded group:", and "[VLM] Loaded attachment group:" lines confirming your config parsed. Spawn a limited vehicle twice — the second should delete immediately with a "limit reached" log message. Destroy one and confirm its slot frees shortly after.
TROUBLESHOOTING Every action is logged with a "[VLM]" prefix explaining exactly why a vehicle was allowed, denied, or cleaned up. The most common issue is forgetting to attach the component to a specific prefab or loadout variant.
Fully server-side.

License

Arma Public License (APL)

Version
1.0.23
Game Version
1.7.0.54
Version size
32.97 KB
Downloads
57
Created
05.07.2026
Last Modified
06.07.2026
ID
69CAF4CAE467B619