Arma 3
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Ammocan
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Data Type: Mod
File Size
Posted
Updated
57.621 MB
Jul 11, 2020 @ 10:47am
Oct 17, 2021 @ 2:45pm
20 Change Notes ( view )

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Ammocan

In 1 collection by Fat_Lurch
TSOG Addons for ARMA 3
53 items
Description
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This addon modifies supported vehicles to use ammocan objects that can be loaded into a vehicle inventory. Players are able to manipulate these ammocans directly so extra ammocans can be added to the vehicle in the field. This also allows you to load more ammo than vehicles carry by default.

Additionally, mounted weapons now reload more like other small arms in game, requiring you to hit R to reload and allowing you to reload partially expended magazines


GitHub: https://github.com/FatLurch/Ammocan

This is designed to work in SP, MP and Dedicated with human and AI vehicle crews and gunners.

More features are planned and more vehicles and their vehicle turrets will be supported. Please note that static turrets are not currently supported, due to their lack of inventory.

Please note: I can incorporate any vehicle into my mod without REQUIRING that addon as a dependency - I just use classnames.

With this in mind, I'd like to incorporate as many reasonable additions as possible, so keep 'em coming!

***For best results, use with the Vehicle Loadout mod, to save vehicle profiles with additional ammo! https://steamcommunity.com/sharedfiles/filedetails/?id=2161671937

Supported Addons:
Supported Ammo [tsog-milsim.com]

Features:
  • Manual reloads (press R)
  • Reload hint (can be disabled in options)
  • Support for SP, MP and Dedicated
  • Ability to Load/Unload Turret Ammunition to/from ground vehicles
  • Tested & compatible with ALiVE and Zeus spawned vehicles
  • Support for (eventual) addon vehicles without mod dependency
  • Should be compatible with Liberation, Antistasi, etc. (Would love testing feedback)
  • Custom ammocan models
  • Compatible with AI gunners
  • Support for ACE Rearm and other reloading systems (ammo automatically converted when the vehicle inventory is closed)
  • Ammocan objects available in Eden editor and Zeus
  • CBA versioning system

Setup:
Supported Vehicles are automatically ready to receive additional ammunition without additional setup.
"Vanilla" ammo in vehicles is automatically converted into ammocans and placed into the vehicle's inventory
Simply select a compatible Ammocan from a virtual arsenal or container and drop it into the inventory of the vehicle that you want to load.

Ammocan Resupply Procedure:
From anywhere you can access the inventory of a compatible vehicle > From your inventory, deposit the desired number of Ammocans into the vehicle inventory > Close inventory. Weapons should automatically reload for AI. Once ammo is in the inventory, players should be able to press R to reload.
The ammocans will show up in virtual arsenals with a prefix of "ammocan".

Reloading Procedure:
Supported Vehicle Turrets will have one box of ammunition loaded at a time into the turret weapon. All additional boxes of ammunition are removed from the turret and added to the vehicle inventory as ammocans on initialization.
At any time (either empty or part way through a magazine) just press R to reload. While you can carry additional ammo on your personal inventory, AmmoCan will only load a new box from the vehicle inventory.

Limitations:
  • Right now all ammo is stored into a .50 cal style (M2A1) ammocan. I'll be creating appropriate models for other ammocan types in the future.
  • Currently, only US vehicles are supported. I'll be adding support for non-US vehicle in the future.
  • The AI can take advantage of additional ammo cans inside their vehicles; however they will be unable to add more ammo on their own. You can use the Zeus interface or manually add more ammo for them as needed.
  • Currently, due to their lack of inventory, static turrets are not supported, and cannot be reloaded with AmmoCans
  • When ammo is converted as the inventory is closed, you may see a short animation blip on the weapons of the vehicle
  • RHS M1226 variants & M1240 (O-GPK/MK19) variants don't have enough inventory space to carry all of the ammo they initialize with

Planned Updates:
  • Ammo type selection interface
  • More ammocan models
  • Consolidating partially spent boxes
  • Support for appropriate additional addon vehicles
  • Support for static turrets (using ammo nearby on the ground)

Usage Restrictions:
The GNU General Public License v3.0: https://www.gnu.org/licenses/gpl-3.0.en.html

I know folks are going to dePBO this (just go to my GitHub), so the GPL license just basically asks that you mention me on any work based on this.

Anyone may add the raw PBOs for this mod into their own addons, etc.

How to help add additional ammo/vehicle support:
I need documentation, images, examples, etc. of other ammocan types. Alternatively, if anoyone wants to help model other ammocan types, I'd love the help.


BIS Forum:
https://forums.bohemia.net/forums/topic/229975-ammocan/

Acknowledgments and Thanks:
Roqarr
Challenger
Steve
TheJoDav
commy2

Popular Discussions View All (3)
18
Apr 6 @ 12:56pm
Additional Vehicle/Turret Requests
Fat_Lurch
4
Sep 27, 2021 @ 7:09pm
Help Wanted
Fat_Lurch
4
Mar 10, 2021 @ 7:22pm
Ammocan Reference Material
Fat_Lurch
151 Comments
Ace Apr 6 @ 12:54pm 
Also, since when do AI not reload? AI can't reload from the ammo cans, sure, but the vehicles should start with ammo already. The AI are not affected by this mod positively or negatively. Make sure you didn't break something with a different mod.
Ace Apr 6 @ 12:52pm 
Hm, what vehicles is SLAP ammo compatible with? I noticed not everything that takes .50 cal can take SLAP ammo.
_mickey_ Feb 25 @ 12:33pm 
I support @Wolf , this is the main problem of this mod, for which reason it cannot be used in single player
Wolf Feb 24 @ 10:29am 
AI do not reload any fix for it
Fat_Lurch  [author] Jan 2 @ 5:55pm 
Hi ACE. I had started documenting that a bit on a compatability addon for Unsung. I don't think I ever finished it but this should illustrate the generics: https://github.com/FatLurch/Ammocan_Unsung

Feel free to reach out dirwct if you want any help making a compatability addon for this.

Thanks
Ace Jan 2 @ 4:57pm 
This mod is so incredibly useful. Do you perhaps have any documentation for people who might try adding onto this?

I imagine a lot of fictional-themed ArmA ops would want to add stuff for like, Halo ammo, or 40k ammo, or whatever else they might need. Being able to use this as a framework would hugely expand the choices given to mission makers and other modders.
_mickey_ Dec 27, 2023 @ 2:17pm 
@J-Money I spent several days before I found the reason. I disabled each of my 80+ mods, one by one, until I discovered the reason why tmy AI-gunners stopped shooting. And when I found the reason, I did a dozen tests with just this one mod, disabling all the others! I don't have even 1% doubt
_mickey_ Dec 27, 2023 @ 2:13pm 
@J-Money you're just not attentive;)
J-Money Dec 27, 2023 @ 4:19am 
@_mickey_ I dont have that problem at all. this mod is criminally under rated.
_mickey_ Nov 1, 2023 @ 6:50am 
It amazes me that people continue to use this malicious mod and ask questions. This mod should be banned because.he kills the AI of Arma3. The vehicles simply stop shooting, but that doesn't seem to bother anyone, Lol)