Arma 3
BoxLoader - Vehicle in Vehicle loading
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Update: Apr 25, 2019 @ 8:45am

boxloader_tractor:
Fixed incorrect side assignment of the tractor.
Added a (very rudimentary, untextured) visible bucket model to the tractor, that can be used to carry some cargo, as well as load vehicles.
Added a forklift version of the tractor, which doesn't build, but has a bigger cargo carry area, and can thus load bigger objects. (some vanilla pallets are too heavy/too big, sorry)
Added customized actions to the tractor: you can now select it as the loading target while driving, as well as automatically try to load all carried cargo into your loading target. You should be able to move cargo around much easier with it.
Both tractor variants have a 1000kg capacity, and can lift cargo 2.9 meters. They can only load cargo that they can carry(if your bucket/forks are full, you can't load something else).
Adjusted the tractor engine/drivetrain to vaguely resemble an actual tractor now, instead of being able to climb vertical walls at high speed.
Tractor will now remove its roof, part of its exhaust, etc. when loaded, enabling it to fit in smaller transports.
Adjusted interior sounds.

Update: Apr 23, 2019 @ 3:09pm

boxloader_tractor:

Fixed cfgpatches name being the same as boxloader_pallet.

Update: Apr 23, 2019 @ 2:54pm

boxloader_fort:

Added code that disables Enhanced Movement climbing of the concertina wire fortification if that mod is loaded.


boxloader_tractor:

Added the first version of a tractor, it's a construction vehicle, can both "build" and "fill", but doesn't have a bucket model or other details yet. Also tows the HMMWV mod's trailer.
Both green and red skins available.

Update: Jan 25, 2019 @ 7:41am

Fixed .paa error with crates/vehicle ammo pallet.
Added CBA options to enable load weight limits for unloading, and for enabling/disabling the precise unload action. Note: you can still "unload all vehicles" either way.
Changed the repair pallet to be based off Slingload_Base_F, making ACE repair work properly.

Update: Nov 13, 2018 @ 3:07pm

Refactored the mod internally to split it into several different PBOs.
Added "precision unload" action, will place cargo EXACTLY at the VIV exit of a vehicle, so if you use it twice the objects will be placed inside of each other. (!)
Added some more fortifications, including:
A "wood wall" that can be built into a wall, ramp, small crossing, or even an earthen rampart.
A sandbag fortification item, which can be built into a thin sandbag fence, or a thicker sandbag wall. (the wall stops rifle rounds much better!)
A "foundation" you can build from the platform item, has to be on relatively even ground, but supports other structures and acts as flat ground itself.
Added concertina wire. It doesn't damage you, at least not yet.

Platforms, foundations, and ramparts must all be built so they are supported by either ground, or another foundation. (can be turned off in options)

Added a tool cart: acts as "tools" for building(can build any fortification, but can not fill them with dirt).
Added a pallet jack: can carry roughly pallet-sized objects VIV, can be itself picked up by the player, and can load vehicles at about its own level with the advanced loading mode turned on.
Maybe fixed the _retrofit error for real this time?

I might have missed some other small changes as well due to the amount of stuff changed.

Update: Aug 16, 2018 @ 5:32am

Fixed error in fn_driveon.sqf that would cause an eden editor message.

Update: Aug 14, 2018 @ 10:20am

Changed "filled" fortifications to use separate objects for filled/unfilled state. This allows for unfilled fortificaitons to be run over, and will make future persistence mod support easier.
Added the pre-filled fortifications as editor/zeus placeable objects.
Added a 463L pallet with repair parts as a repair vehicle.
Added a 40x48" pallet with ammo boxes as a cargo container.

Update: Mar 26, 2018 @ 11:08am

Hotfix for error with retrofit cargo areas.

Update: Mar 26, 2018 @ 9:42am

"Drive-on" system. Retrofit vehicles now use a custom(vanilla-like) "load vehicle" action for loading the vehicle you're driving, which is replaced with a more realistic one in weight-limit mode. When weight limit mode is enabled, you must be driving near the level of the cargo bed in order to load into the vehicle. A ramp or loading dock may be necessary to load vehicles into the backs of trucks in this mode.
This may be screwy for a while, as some of the VTV exits of the retrofits haven't been adjusted to work with this smoothly.


Retrofit areas now add their cargo mass to the mass of the parent vehicle, meaning you can overload trucks with cargo. The loading weight limits haven't been configured yet, so it's entirely possible to load an absurd weight on almost any retrofit vehicle. This shouldn't have any serious side effects.

Update: Mar 21, 2018 @ 3:41pm

Added (default on) settings that makes all repair-capable vehicles(ACE or non) act as construction vehicles or cargo loading vehicles. You can customize the maximum default weight repair vehicles can load, maximum height they can load, and the weight you can move on the ground.
Bucket addons are still included as a legacy option.

You can now use a vehicle capable of building fortifications from the outside by using the "select construction vehicle" action. This works similarly to "select loading target", but for enabling filling hescos and building container buildings, etc.