Arma 3
BoxLoader - Vehicle in Vehicle loading
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Update: Oct 4, 2019 @ 5:27pm

Added "MG wall"(double-width with low spot for tripod use) and "Roof"(2-deep square to cover a machine gun nest roof) variants of the big sandbags.
Added a pre-configured arsenal 463L pallet, which also offers the ACE arsenal if ACE is loaded. Useful for mission persistence/saving systems where objects are freshly spawned each time the mission is loaded.

Update: Sep 2, 2019 @ 3:22am

Fixed the "allow floating" setting so it acutally applies.
Added "grad_persistence_isExcluded" to the spawned invisible helipad marker of the helipads so they don't end up duplicating with grad persistence.

Update: Aug 19, 2019 @ 12:32pm

Added damage materials to all sandbags and hescos, making them penetrable by sufficiently powerful weapons. Values might need adjusting.
Extended fire geometry of big sandbags so they won't have tiny gaps when stacked.
Fixed the loading size of the repair pallet and the camonet.

Update: Aug 14, 2019 @ 4:57pm

Fixed the TEMPER medical signs not building/disassembling correctly.
Added camo nets, currently only sized for attaching to the TEMPER tent.
Added semi-experimental big/tall pile of sandbags, builds a bigger sandbag wall. Saves time building, has some snapping support. You can use the build menu to switch between the big or tall pile, the tall pile takes up less area in VIV, while the big pile is shorter to fit more vehicles.
Adjusted the cargo net pallet to be taller, so it can fit more types of cargo while still fitting most vehicles.
Corrected typo in the tractor's actions.

Update: Aug 13, 2019 @ 3:42pm

Added "Medical Case" variant, labelled "SURGICAL", acts as an ACE medical facility, or a vanilla heal-at location if ACE isn't loaded.
Adjusted PhysX of tractor bucket to clear slopes a bit better. It can still be removed in the garage if it gets in the way.
Added helipad mats, the packed helipad mat can be deployed into a 5m, 10m, or 15m marked helipad(with AI support). Requires very flat ground to use, and snaps to foundations.
Fixed so the TEMPER medical sign appears in zeus.
Added Red Cross variant of medical sign, from the same buildable.
Made the PhysX of the 463L pallet thicker so it won't fall through the ground easily.
Fixed pallets so they should deploy parachutes when airdropped.
Added 463L pallet "cargo net" variant. It uses the Hide Cargo functionality, combined with a visual cargo net model, to prevent aircraft explosions from stacked attachto.
Once you've loaded it with cargo, you can use the "Pack Cargo" action to install the cargo net. All cargo inside will be hideObjectGlobal'd, and ideally shouldn't cause helicopters or planes to explode.
Adjusted the Hide Cargo system to be cleaner and potentially more MP-friendly.
warning: regular pallets loaded with cargo can still blow up aircraft, and will almost certainly blow up helicopters.

You'll need to add "boxloader_fnc_hide" to your remoteExec whitelist if you have one, in order for the cargo net pallet to work.

Update: Aug 12, 2019 @ 4:19pm

boxloader.pbo:
added extra canvas and metal textures for use in the tents.

boxloader_fort.pbo:

Added "snap" system. Fortifications built near compatible fortifications will automatically align themselves by default. You can disable it mid-mission by using the added action on packed buildables that can snap together. Can be enabled in the eden editor with the client-only CBA setting.

Added TEMPER tents. They come in pieces, mostly similar to the real life tent. There are window and door body sections, end sections, and vestibules, in both green and tan.
There are also accessories: an interior partition, interior lights, and hospital signs.
All pieces are designed to use the snapping system. The tent body pieces can be built without a floor(less friendly to slopes) or with a floor+foundation(requires "fill" functionality to complete).

Added Lightweight Maintenance Enclosure tents in green and tan, they don't snap with anything yet. They can also be built with or without a foundation.


Existing fortifications now have snapping capability: foundations, wood platforms, and wood wall variants.


Tent models aren't quite finished yet, and are pretty low detail, but they work!

Update: Aug 4, 2019 @ 5:21am

Added optional "bulldoze" functionality to the construction tractor. Enable it in the CBA settings for boxloader.
Allows the construction tractor to delete/hide terrain objects such as trees, bushes, etc, as well as collapsed boxloader fortifications.
Has multiple optional settings for more object types that can be cleared, including collapsed buildings.
note: the categories of removable objects aren't perfect, and some things can't be bulldozed. Physics won't update immediately for some objects, getting out of your vehicle and back in may fix colliding with the terrain object.
Persistence mods like ALIVE might not remember what objects you've "bulldozed".

Update: Jul 12, 2019 @ 4:06am

Fixed: error message and other bugs when ALIVE is loaded as a mod, but you're not playing an ALIVE mission.

Update: May 12, 2019 @ 3:19pm

boxloader_tractor:
Replaced "select self as loading target" with much more useful "load cargo into self" action, you can keep your loading target set to the vehicle you want to load into.
Added "select self as construction vehicle" action for the construction tractor.
Fixed dust effects.

boxloader core:
Optimized several user actions with lazy execution. This should reduce some of the lag caused by having the mod installed.
EXPERIMENTAL: ALIVE mod support. Several key things don't work, and I don't formally consider it "working", but it doesn't interfere with boxloader otherwise, so I'm releasing it now.
ALIVE does not currently persist the VIV state of an object, so Boxloader will only update persistence on objects when they are unloaded from a vehicle.
ALIVE "deduplicates" persisted objects, which can cause fortifications to disappear on reloading a save. I made some changes to Boxloader to reduce the effect, but fortifications of the same type may disappear when their origins are close together. This shouldn't affect fortification objects preplaced in the mission file.
There might be other issues as well, so consider it unfinished.

Update: Apr 26, 2019 @ 8:19am

boxloader core:
Disabled dragging in the config of the retrofit object base.

boxloader_retrofit :
Restored missing retrofit classes for the prowler and generic "roof rack". This should fix most/all of the "variable passed is not rack data!" issues.
Disabled dragging on the retrofits that don't use the retrofit object base.