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. As Boxloader uses the existing Vehicle in Vehicle technology, it supports virtually all ammoboxes in theory, as well as many physics objects. Boxloader exposes the existing internal ammo box compatible system.
Boxloader also features retrofitted Vehicle in Vehicle support for some vanilla Arma 3 vehicles, allowing you to load cargo and vehicles into cargo vehicles and on quad bikes. Vehicles feature the ability to switch between their normal infantry transport mode, and a new cargo mode. The quad bike has two different cargo racks, and the IDAP van's roof rack is also usable.
Boxloader includes a few new objects, primarily cargo pallets, allowing for more advanced use of cargo loading. You can load several small objects onto a pallet, transport them as one object, parachute them as one object, and sling load them. Pallets also allow you to optimize usage of space in larger vehicles, where cargo must be loaded from the center front.
To install BoxLoader - Vehicle in Vehicle loading you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page
for more information about using custom mods and addons in Arma 3.
Possible fix for cargo containers not "unpacking" in multiplayer.
Fixed broken view geometry on some wall fortifications. AI shouldn't see you through them anymore.
Fixed the tractor being able to load into vehicles above its height limit.
New tweaked camonet texture, offering a bit more concealment, alongside a camouflage pattern to boot.
Adjusted color/tone of buildable wood textures.
Retextured most wood buildables.
New concertina wire model and texture, more authentic and a bit easier to see.
Fixed ramparts not snapping in the editor.
Adjusted dirt and sandbag textures.
Fixed: removed the ACE compat, which was accidentally included due to my new build script.
Moved older buildables/cargo stuff to a "DEPRECATED" category, to encourage using the newer options when available.
Added "cargonet" packing functionality to the shipping containers, which should make them usable inside aircraft.
Tweaked the collision of the bunker platforms, so you can walk under them better.
Remodelled wood walls/platforms a bit, so they build more symmetrically, and are visually thicker to reduce clipping.
Added half-width wood walls, that are only 1 meter wide.
Fixed wood platforms not lining up perfectly when snapped together.
Adjusted the snapping of the "MG" sandbag wall to stack much shorter, letting you create more finely-tuned shooting positions.
Gave the helipad tarp a solid-to-vehicles surface.
Added "low" camonet variants that can be built from the same packed camonet items as the temper-sized ones. These are placed lower to the build position, and have less steep of an angle, but also have longer poles configured for placing on higher towers, etc.
Camonets can now snap to each other on any of their four sides, allowing for extended/freestanding camonet structures.
Fixed enable/disable snapping actions not being present on some buildables.
Fixed tan camonets disappearing when being unbuilt.
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.
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.
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.
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.
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.
added extra canvas and metal textures for use in the tents.
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!
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".
Fixed: error message and other bugs when ALIVE is loaded as a mod, but you're not playing an ALIVE mission.
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.
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.
Disabled dragging in the config of the retrofit object base.
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.
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.
Fixed cfgpatches name being the same as boxloader_pallet.
Added code that disables Enhanced Movement climbing of the concertina wire fortification if that mod is loaded.
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.
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.
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.
Fixed error in fn_driveon.sqf that would cause an eden editor message.
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.
Hotfix for error with retrofit cargo areas.
"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.
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.
Added support for a few UNSUNG vehicles,: the ural, M37, Zil, and M35.
Added advanced loading support for RHSUSAF crane trucks, the UNSUNG engineer M113, the M7 FRS, and the Tanks DLC repair flatrack.
Vehicles can now be configured to define them as having ramps for advanced loading, changing their loading height to the ground, instead of the height of the cargo area. This effect is enabled by default on aircraft.
Fixed a potential issue with disassembling HESCOs.
Added the placed fortifications in the cfgPatches "units" list, fixing some issues.
Added toggle for "Push" actions in CBA settings, enabled by default, allows you to disable object pushing if desired.
Various internal tweaks, including to player actions.
New WIP optional "weight limit" load system, disabled by default, with multiple CBA settings:
Players will only be able to load objects light enough to be lifted or lowered into the loading area with it enabled. There are multiple settings to adjust player loading capacities.
Vehicles can have the ability to be self-loading, for vehicles with material handling equipment. They will also be able to load other vehicles.
The system is incomplete for now, and has no extra support for any mods. It also does not yet recognize ramps on aircraft.
The Nemmera is the only current vehicle capable of loading cargo into other vehicles.(due to its crane).
Added a Vehicle Ammo pallet, same base model as the regular ammocrate pallet, but marked with explosive signs. Acts as a vehicle ammo resupply, and does ACE rearm with the ACE compatability installed.
Added a 55 gallon drum pallet. The square pallet, with four green drums strapped down. Comes in a second variant:
Added a 55 gallon fuel drum pallet. Same as above, but marked with flammable signs. Is a refuel source, and provides 830L fuel with ace compatability.
Adjusted the M1077A1 flatrack to load from the corner, so you can load things side by side.
Added a new almost-decent 463L pallet model, featuring working slingloading.
Added a new pbo for Arma Public License files, separate from the existing PBO. This adds two new cargo objects:
A 463L pallet with ammoboxes in a cargo net, weighing 2000kg. Can store 45000 units of items. Fits into many trucks and can be singloaded. Great for an arsenal box!
A fuel SIXCON originally from DAR_MTVR, weighing 4000kg. Acts as a refuel source. With Boxloader ACE compatability, it provides 3406L of fuel. It is slingloadable, and being half the height and the same width/length as a TRICON, will fit into vehicles that can carry containers.
(One will fit a 4x4 MTVR flatbed, two on a mk23 flatbed, three on any flatbed that carries a 20ft container)
Removed the "boxloader_noretro" cfgpatches method, you can now disable/enable retrofit cargo areas using CBA Settings. Vehicles that have already been spawned in an active mission/save will not be changed.
You can also enable/disable the Hide Cargo actions separately in CBA settings, which will take effect immediately. Cargo that is already hidden will stay so until unhidden.
Rework of how Boxloader objects are placed. All VIV-carrying and a few other objects will now appear under the Civilian side in the editor. This allows for them to be placed directly, without swapping out from a dummy object on runtime. The dummy objects should still exist, but are hidden. Everything will still appear under Empty in Zeus. This fixes several placement bugs/physics whoopsies.
Flatrack loading system. Currently only used by my MTVR mod. Allows you to mount/dismount flatracks from the driver's seat of the vehicle. Two flatracks are included:
M1077A1 for carrying cargo VIV(cargo will jitter driving when loaded, this is an Arma bug).
M7 Forward Repair System as a repair vehicle. (Use the ACE compatability to use the ACE repair system instead)
Backend tweaks. Mod will no longer use Hide Cargo or retrofit attached loading system if "boxloader_noretro" cfgpatches entry exists. May cause unintended side effects if such a mod is loaded on an existing savegame.
Bobcat/Nemmera construction method changed, must now be done from inside the vehicle. Bucket addons work as they used to.
This now allows for any vehicle to be used for building if it has the variable "boxloader_build_fill" (hesco/roof) or "boxloader_build_tools" (wood platform/container structure) set to true.
Added CSAT modification project vehicle class support.
Fixed 463L pallet size.
Added support for CSAT Modification Project classnames of the Kamaz/Typhoon.
Added support for CSAT Modification Project classnames of kamaz/typhoon.
Fixed TRICONs being unmovable/undeletable by curators.
Reworked the packable tent:
Packed size is now slightly more realistic, and should fit into trucks with a lower cargo "ceiling".
Comes in all existing colors now(green hex, brown hex, green, brown, AAF digital, white).
Setup now involves more possible steps, but allows you to configure it in several new ways:
As only an outer tent fly (eg rain cover for unloaded cargo, camo vehicle shelter, etc).
As only an inner tent (eg desert conditions)
With or without a tent floor, and with or without a medical protective symbol on the inner tent.
Added a buildable packed version of the Laws of War tent. Currently only in OD green color. Find it under boxloader fortifications.
Made the wood platform packed-size smaller.
Fixed the Medical and Repair vanilla KAMAZ/Zamak having conflicting retrofit configs.
Fixed "Hide/Show Cargo" revealing unattached loader buckets, etc.
Fixed RHS Kamaz having a cargo area added to it, even though the RHS kamaz already has a dedicated cargo variant.
Added cargo areas to the CUP Datsun. One will fit a euro pallet (unavailable on the PK versions), the other will fit wide boxes like the vanilla weapon and launcher boxes.
Added pallet/container structure rotation system. When you've selected a loading target that can load the pallet or packed container structure, and are facing a similar direction to the object, there will be an option to rotate it to match your facing. You can repeat this to gradually turn it to face any direction needed. Use the compass to align container structures before building them.
Container structures are now marked for the "entrance" side(door of the house, bulletproof side of the post).
When a bucket addon is selected, you can push and rotate packed container structures and pallets even if they wouldn't fit in the bucket addon.
Adjusted iso20 cargo volume size, can fit big HESCOs like the tricon can. Report issues with things not fitting.
Added the Sand and Green variant textures to regular iso20s and tricons, renamed the old green to "rusty".
Made the portable structure containers sling-loadable.
(Internally: reworked the iso20 and tricon container configs to use preprocessor macros, it shouldn't affect anything in-game)
IFA3 Waco/Hadrian and Horsa glider support.
Added WIP cargo areas to RHS HMMWVs. Thanks to the structure of their classes it's a bit wonky, also you can load too-tall objects into the slant back armored ones for now.
Added bucket addon for RHSUSAF M113
Fixed HEMTT with flatrack locking the passenger seat.
Made flatrack slightly shorter, should still fit 20ft container sized objects.
Made the construction bucket less wide. Still fits two US pallets.
Fixed cargo area of CUP M1152.
Added bucket addon for CUP M113 APC.
Fixed "PORTABLE STRUCTURE" text being on the non-structure containers
WIP wood platform, can be built into either a 3x3m or 5x5m wood platform, great for making level structures or for those with climbing mods.
Note: currently has no fire geometry, as I couldn't get the fire geometry rvmat working. It will not stop bullets, not that wood can stop much in the first place. Requires a "work vehicle"(nemmera/bobcat, vehicles with bucket addon) to build.
Deployable container structures. Four color variants, all except the medical can be "unpacked" with a work vehicle into either the cargo post or cargo house, medical can only become a cargo house.
Tip on using the container structures: when unloaded from a HEMTT, the resulting container direction will face the "wall" side of the cargo post BEHIND the vehicle, and will face the door side of the cargo house TOWARDS the vehicle. So back it up to where you want to put it.
Also fixed an error message introduced in the new update.
Added a small "lip" of roadway to the medium and big hescos, to make stacking them, and walking on them, easier.
Made "low" carried hescos and fortifications be slightly higher, should prevent most cases of accidentally dropping something through a barrier you're building on.
Doubled the armor of the small hescos.
Fixed fire geometry of big hesco 3.
Made hescos destructible, requires very powerful explosives to do easily.
Known issues: destroying a hesco with another hesco or buildable on top will result in the top hesco floating.
First example of a packable bunker roof. Expands out from its corner as marked, then can be filled to make a thick bombproof ceiling.
I highly recommend a mod with the ability to climb up objects to use it. Enhanced Movement, maybe ACE, or others will work.
Small HESCOs, can be extended into 1, 6, or 10 hesco lengths.
Slightly upgraded HESCO models.
HESCO handling tweaks, picking up a packed HESCO will assume its saved direction, HESCO will conform to terrain, but can still "span" gaps.
Cargo pushing. Anything you can load, you can now push. Select a vehicle you can load it into, and use "Push" to push the object in the direction you are facing. Requires a vehicle capable of loading that object when empty.
Did you know the "concrete shelter" and other smaller concrete barriers can be loaded into large vehicles? Try it out!
Fixed cargo hiding, use your cargo aircraft properly again.
Fixed stupid error that probably broke everything, sorry.
Fixed some things not being loadable into the 20ft ISO.
Made the "hide cargo/show cargo" actions reside on the player, allowing for hiding cargo in natively-VIV vehicles. Use it to prevent horrid explosions in aircraft.
Filling HESCOs can now be done with the ugly "Boxloader_Bucket" object nearby(and visible). It's available as a vehicle rack addon for the CUP Ural (Empty), and the vanilla Zamak Repair variants. When equipped and enabled, players within range of the bucket can fill and empty HESCOs.
"Load this in target" action now higher priority for speedier loading of many objects.
HESCOs can be extended before filling, extending/collapsing does not require the Badger.
Empty HESCOs say EMPTY on them.
HESCOs now have dirt in them, instead of more HESCOs.
Constructable HESCO barriers. Can be transported and carried and placed, but requires the NATO Bobcat vehicle(ACE/real life name Nemmera) to fill or remove. Can be filled into 1, 3, or 5 meter lengths. Can be stacked. Stops bullets and other bad stuff.
Tweaked shipping container cargo volumes to better avoid clipping.
Added a silly little plastic hard case as a test project, made from photos I took.
Fixed roof rack not being loadable.
Tweaked many of the retrofit cargo vehicles to have proper unloading zones, most of them should unload to the rear now, or at least not directly in front. Some of them still need work.
Added a few texture variants of the boxloader 20ft ISO and TRICON, a white with red crystal aid skin, seabee equipment container skin, and a black skin.
Added cargo support to the C-47 from IFA3.
Fixed cargo support being on HEMTTs that don't have a cargo bed.
Added a flatrack to the "mover" base HEMTT. Requires roof rack box to install.
Fixed roof rack box and small cargo box not appearing in zeus.
Changed wood texture of pallets to be darker.
Made it so pallets can't fit infinitely tall cargo anymore.
Replaced the old 20ft ISO container with a quick custom model, supports sling loading, loading in vehicles, etc.
Added a TRICON container based off the new 20ft model.
WIP cargo hiding mode, prevents cargo from flying in your face while driving, allows AI to drive with cargo better.
Units you "switch" to, including remote controlled Zeus units, can now do logistics actions.
Adjusted assault/rescue boat cargo volume to fit square pallets. (and by extension, the CUP zodiac/PBX and the vanilla motorboat)
Added armed speedboat cargo areas front and back.
Added cargo volumes to the MTVR, Tatra T810 (unarmed and MG), UAZ.
Added roof rack attachment support for the M1025(HMMWV unarmed) and M1151 unarmed.
Fixed the Vanilla Zamak(KAMAZ) having one of its front seats lock when in cargo mode.
Fixed the tropical Tempest(Typhoon) not having cargo mode.
Added cargo mode to the medical HEMTT, Tempest, Zamak.
Added box of attachable roof racks, park a compatible vehicle nearby to enable the option to install a roof rack.
Roof rack support added to vanilla: Hunter(M-ATV), Ifrit(Punisher), Strider(Fennek), SUV.
Roof cargo net of Prowler must be installed from a roof rack box.
Cargo area removed from Huron due to explodiness.
Added CUP Praga V3S cargo volume.
Made CUP and RHS event handlers not load unless those mods are loaded.
Fixed a temporary error message spam when loading in next to a vehicle that has an added cargo volume.
Adjusted cargo beds of most large trucks to prevent clipping on the left side.
Huge rewrite of vehicle racks and other systems, fixes many game breaking multiplayer bugs. Tell me if you have any issues.
Added cargo space to the Huron. Rear FFV seats are available when in use.
Added several cargo spaces to the Prowler LSV. A small cargo area between the passenger seats, an installable rear cargo net in the back, and a roof cargo net that prevents the Prowler from being loaded in other vehicles.
Added cargo support for IFA's Studebaker, GMC, Opel Blitz, and Zis-5 trucks.
Added cargo area for CUP Ural.
Added cargo area for the vanilla rescue/assault boat, and by extension the CUP Zodiac and PBX.
Added cargo area for the civilian motorboat.
Addeed CUP (M998) transport HMMWV, HMMWV SOV, and M1152 HMMWV cargo areas.
Added Tempest (Typhoon) cargo area.
Added retrofit cargo space to the RHS flatbed GAZ and Ural trucks.
Made the quad bike front rack different from the rear, it can now load the ACE medical box.
Made trucks have absurd load capacity in weight just in case.
Made most retrofit cargo volumes unlimited in height to get around awkward model dimensions, newly compatible objects may cause clipping.
Fixed FIA offroad not having cargo mode.
Added cargo mode to the civilian flatbed truck-van-thing.
Added cargo space to the HEMTT and KAMAZ("Zamak") trucks. Both can fit 463L pallets, quad bikes, etc.
Made the 463L pallet slightly shorter in cargo height to fit in trucks. (It is still tall enough for most pallet loads. The supply boxes never fit anyway.)
Adjusted quadbike cargo positions down slightly.
Added cargo loading mode to offroad. Disables FFV seats when used. Volume is 200x130x200cm and holds 1000kg(10,000 mass).
Loading option now only appears on vehicles that can be loaded with stuff. Very slight performance cost.
Adjusted drag position of the 463L master pallet.
WIP US military 463L master pallet (fits in, eg, CUP C-130, some RHS trucks, CUP CH-47, CUP Mi-6, etc. Can hold four US pallets)
Slightly less WIP cargo-box-on-US-pallet, has ACE storage and inventory space, takes up the same space as one US pallet.
VEHICLE RACKS! First version, report any bugs.
Quad bike now has two vehicle racks, front and back, back requires you to toggle between passenger seat mode and cargo mode. Each holds up to 100kg(1000 mass), and is 40cm wide, 90cm long(sideways) and 100cm max height.
Laws of War van has one cargo rack, enabled only if the roof rack is installed. Holds 300kg(3000 mass), and is 420cm long, 140cm wide, and up to 150cm max height.
Known issue: vehicle racks do not change the loading volume of the vehicle they are on, so clipping can result.
Added sling load support for pallets.
Adjusted the max capacity of the pallets to ostensibly resemble their max load.
Added 20ft ISO container prototype. Uses the vanilla container, and attaches a loading object to it. May break horribly.
Added US pallet size, slightly narrower than the square pallet, fits 8 to a 20ft container.
Added background stuff to allow for an ACE compatability addon. Yell at me if everything breaks.
Tweaked the US pallet's model, should be slightly less erratic in behavior.
Added a EUR-1 pallet, it's narrower so it will fit in narrower spaces.
Added config values to the pallet for ACE specific fixes:
Adjusted drag position to prevent high speed sliding.
Disabled carrying to prevent feats of herculean strength.
Disabled ACE loading to prevent bag of holding recursion.
Made "Stop loading target" text red to help differentiate it during frenzied loading sprees.
Added a distinct pallet unload action as well, and added server keys. Totally done with annoying tiny updates for now.
Fixed pallet cargo config preventing you from loading it completely, should fit six vanilla ammo boxes on one pallet now.
Reworked the pallet config in general, better for future expansion.
Added a dedicated "load pallet" action on pallets, distinct from the normal load action, making it easier to tell if you're loading the pallet or something that's on it into a vehicle.
Added an experimental pallet, found under "Boxloader" in the "Supplies" category. Should work in zeus as well. The pallet can be loaded like any Vehicle in Vehicle object, and itself can be loaded. You can put several ammoboxes/fuelcans/etc on it, and put that pallet in the back of a plane or van. Though unloading it from something by the boxloader action is rather difficult right now, you can't really tell if you're aiming at the pallet or something on it. It might also have weird physics behavior. But it works. Progress!
Added an action to unload the object you're looking at.