Arma 3
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BoxLoader - Vehicle in Vehicle loading
   
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Data Type: Mod
File Size
Posted
Updated
43.673 MB
Nov 12, 2017 @ 7:50am
Feb 4 @ 8:50am
91 Change Notes ( view )

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BoxLoader - Vehicle in Vehicle loading

In 1 collection by vurtual🥆
Vurtual's Logistics Mods
9 items
Description
BoxLoader is a mod based around Arma 3's Vehicle in Vehicle loading, adding actions to support loading of ammoboxes and containers into vehicles with Vehicle in Vehicle transportation space. Boxloader works with both vanilla and mod vehicles that are properly configured with VIV transport capability, such as some vehicles from RHS or CUP. Boxloader uses Arma's built in Vehicle in Vehicle functionality, which supports loading of most ammoboxes and physics objects.

The mod is partially modular in nature, and is divided into several PBOs:

boxloader.pbo: Adds cargo loading/unloading actions to the player, as well as the base framework for the other modules.

boxloader_cargo.pbo: Adds a handful of cargo objects in sizes not already present in arma, including large pallets of ammo, fuel tanks, repair parts, etc.

boxloader_fort.pbo: adds fortifications using a construction system, they can be transported with VIV, then built on-site using enabled "construction vehicles".

boxloader_pallet.pbo: adds empty pallets that can be loaded with cargo, and loaded into other vehicles. See note below.

boxloader_retrofit.pbo: Adds cargo support vanilla vehicles, as well as some mods, via "retrofits"; invisible custom objects that act as the actual VIV carrier, attached to the vehicle in question. See note below.

boxloader_tractor.pbo: a rudimentary port of the arma 2 tractor, with a low-poly bucket(construction vehicle) or forklift attachment. Useful for loading/unloading and building fortifications, if you have nothing else to do it with.



IMPORTANT NOTE: "stacking" attachTo can cause unintended effects, an object attached to an object attached to an object will not behave properly, this includes the Vehicle in Vehicle system, and it's a behavior of the game engine.

Retrofit vehicles rely on an attached invisible helper object, so any cargo loaded will be "stacked". Cargo loaded into pallets loaded into vehicles will also result in "stacking". Vehicles with native Arma 3 Vehicle in Vehicle support have their cargo attached directly to them, unless a pallet is used as an intermediary.

"Stacked" cargo will jitter back and forth when moving at speed. The AI gets confused when transporting stacked cargo. Aircraft transporting stacked cargo can explode. The "hide cargo" action will make the cargo invisible, preventing it from misbehaving. Both the "hide cargo" action and the retrofit system can be disabled in Boxloader's CBA options if desired.


Compatibility mod to make boxloader_cargo objects use ACE rearm/refuel/etc

My collection of vehicle mods designed around Boxloader.

GitHub[github.com]
Popular Discussions View All (3)
27
May 28 @ 3:38am
Quick list of supported vehicles and mods
vurtual🥆
8
Feb 25, 2018 @ 1:13pm
PINNED: Boxloader quick start guide
vurtual🥆
0
Nov 11, 2020 @ 8:34pm
Possibility to put turrets (EX mk6 mortar)
Snow
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436 Comments
Challenger Oct 22 @ 9:20am 
Well boo. Thanks for the response though!
vurtual🥆  [author] Oct 22 @ 8:24am 
at its core it's just the vanilla VIV system, which doesn't support rotating objects or anything fancy like objects hanging "over" cargo beds, etc. you'd have to go in and replace the ACE wheel model with one that stands up when loaded.
Challenger Oct 22 @ 8:02am 
Is there any chance of learning how to make a config patch for some of the things i've run into, specifically with using Boxloader and ACE Logistics things like spare wheels? I'd like to use boxloader pretty intensively for a game mode I'm designing, where transportation of all logistics is physical rather than abstracted but it makes it difficult to transport things like wheels as they take up a large amount of horizontal space, where they could take up less if stacked vertically, as an example, or being able to play jenga better on some of the flatbed platforms, and adding in more vehicle platforms capable of transporting things like helicopters on trucks.
Ashley Oct 12 @ 7:22am 
Does this mod work with Overthrow? If so, how well?
xPooRLoCKerBoYx™ Sep 18 @ 12:45pm 
A couple of things
1. If your not using ACE. Do i need to include the ACE files?
2. Im trying to install this onto a Exile server. Do i put the .PBOs into the Addon folder inside @ExileServer? Cuz when i tried that, it didn't even let me server start.
vurtual🥆  [author] Sep 6 @ 3:04am 
There's the "retrofit" system you can enable in the CBA options that adds a bunch of attached cargo spaces to vanilla and some mod vehicles, it should still work technically but it was made in a time where there weren't any real VIV-capable vehicle options yet. It's disabled by default since it's not very well maintained and I haven't been adding any more vehicles to it, plus the attaching method has a bunch of downsides and weird behaviors.

For persistence stuff, I've tested some stuff, but I never set up an event handler or anything to hook into. There's some (limited) alive mod integration and also some stuff to work with a fork of grad persistence already.
[S.C.] Raptoid Sep 5 @ 6:30pm 
Are vehicles like the car's tops and quad bikes using attachTo commands from the pallets? Sorry if this has been asked before, I'm playing around with the mod to see how it works.
Tetlys Aug 18 @ 8:06am 
Hey dude, just working a little with your mod, great work. Having some issues on a persistance front, is there currently an event handler for deploying that I could hook into to update the object?
vurtual🥆  [author] Jul 15 @ 7:18pm 
You have to enable it in the CBA settings for the mod by default now. It's still there, but since it's so hacky, it's not officially supported anymore. There's a lot more VIV capable vehicles now, and I've gotten into vehicle modding myself since then, so there's less pressing need for it.

I might go back and use some tricks I've learned to make some of the more important vehicles less janky, at some point.

As far as BAF vehicles go, doing more "retrofits" is mostly off the table for me now, so someone will have to actually make VIV-enabled BAF vehicle mods.
Algis_Lietuvis Jul 15 @ 6:29pm 
Has the retrofit on vannilla vehicles been disabled? I've been unable to boxload into say the vannila offroads or truck.