Arma 3
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Data Type: Mod
Tags: Tag Review
File Size
Posted
Updated
99.434 KB
3 Apr, 2022 @ 2:14pm
31 May, 2022 @ 10:43am
22 Change Notes ( view )

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Cargo Manager

Description
CARGO MANAGER

This modification (or a mod) allows you to load cargo into vehicles and to unload cargo from vehicles. Loading and unloading is performed with the graphical user interface using a convenient dialog window. Dialog window is activated via the user action menu. After the cargo is unloaded it is possible to move it and fix its position on the ground (make it stationary object as in the usual game).

USAGE INSTRUCTIONS

First of all, you will need a cargo vehicle that is capable of loading your cargo. Not every vehicle will be suitable for this purpose. Cargo versions of trucks, helicopters, airplanes and even ships will do the work. You need to place your cargo vehicle near the object that you want to transport.

When the vehicle is placed, you can open up the 'Cargo Manager' menu from the player's action menu. There you can select an object and load it into your vehicle. If an object is not listed in the dialog window, then it is either too big for the vehicle or your vehicle is already full.

When all your cargo is loaded, you can move your vehicle whereever you want, disembark and use the 'Cargo Manager' menu again to unload your cargo from the vehicle.

When the cargo is unloaded you are able to use action menus on each of the unloaded objects to move them to your desired location. There are, however, some restrictions. Vehicles, large objects and heavy objects can not be moved manually after unloading.

Note that you may pause the process of moving the unloaded objects (with the yellow action) any time you want, but as soon as you put your objects down (with the red action), your objects are fixed on the ground and become stationary. It is advised that you always fix your objects to the ground after their placement so that they don't create visual litter or spam of many action menus.

If you would like to move the fixed object again, you can restart the process by moving your cargo vehicle to them and opening the 'Cargo Manager' interface again. Simple enough.

One important note. Unloaded objects may be moved only by a person who unloaded them. Unloaded objects become unavailable for loading until you fix them on the ground. If your player character leaves the game, dies or respawns before fixing the objects on the ground, your objects become stationary and available for loading by other players.

SOURCE CODE

The source code is located at GitHub:
https://github.com/neverwinter-nights/Cargo-Manager

VERSION

0.9.

RELEASE NOTES

[Version 0.1]
  • Initial release.

[Version 0.2]
  • Additional checks are implemented to prevent misusage of the add-on.

[Version 0.3]
  • Animals and other "background" objects will not get into the list of objects. We don't play a zoo simulator :-)

[Version 0.4]
  • It is now possible to move objects after unloading them.

[Version 0.5]
  • Player's speed is changed to walk when moving a cargo.
  • Some memory usage optimizations are made.

[Version 0.6]
  • Vehicle doors manipulation has been added.
  • Unloaded vehicles are now not movable.

[Version 0.7]
  • Door animations list has been extended (with inherited class properties).
  • Already loaded objects now can not be loaded into another vehicle without unloading.

[Version 0.8]
  • Unloaded objects are now aligned to the ground after fixing.

[Version 0.9]
  • Vehicle search is performed once the dialog window is opened. Selected vehicle remains unchanged while the dialog window is open.
  • Unloaded cargo movement is now accompanied by weapon holster animation.
  • Unloaded cargo can be moved when this movement is not restricted. Several additional checks have been added.
  • A user-friendly text message has been added to show the reason when the unloaded cargo movement is restricted.
23 Comments
⚛◉⚛  [author] 31 Mar, 2024 @ 6:35am 
Hello, Omon. An action attached to a player in this mod is using the 'true' as condition, which computes very fast. Adding actions to all the vehicles would be very good, but it would require to periodically check all the vehicles in the game world (!), to add complicated event handlers to all the vehicles which are damaged or created. That would be a very complicated process and that could have conflicts with other mods and scripts. So, I used the most simple and the least error-prone method. Thank you for the feedback !
Omon [OFPS] 28 Mar, 2024 @ 12:37pm 
Pikachu, correct me if im wrong but adding addaction to player is way more cpu consuming as it does scanning on eachframe, while if you add addaction on vehicle it only does it in provided range and that should fix the cargo manager promt that Beachhead complaing about. I have done this with your towing mod as well! btw good job man!
⚛◉⚛  [author] 26 Apr, 2023 @ 6:51am 
It is possible to do so, but this may decrease FPS in the game or add some micro stutters to the game. So, I have doubts whether it is really needed.
Beachhead 25 Apr, 2023 @ 1:32pm 
Hey Pikachu, well what i'm saying is that right now anytime you bring up the action menu, whether you are near cargo or a vehicle or not, the cargo manager prompt is there.

Would it be possible to only have the cargo manager prompt accessible when you are near an applicable vehicle? That way it's not always in the scroll wheel.

Alternatively, as an ACE interaction instead of a scroll wheel prompt would also solve it.
⚛◉⚛  [author] 25 Apr, 2023 @ 10:33am 
Hello Beachhead,
it is possible to add a condition to show the action in the action list, but doing so may decrease FPS count a little bit due to how Arma's engine works. Normally, when you do not use the action list, it is not visible. Seems like you are using it very often, is it true ?
Beachhead 1 Apr, 2023 @ 10:26pm 
Love this mod, got a request. Would it be possible to remove the scroll wheel dialog until you are near an applicable vehicle? Having it appear all the time is a bit troublesome. Thank you.
⚛◉⚛  [author] 31 May, 2022 @ 10:54am 
Concerning the inefficient cargo distribution ...

Well, I am using a built-in function to load the cargo.
I haven't found a way to control this built-in function.
I will check it once more later.

Also, my tests with double NATO supply boxes show that they are sitting in a quite normal way on a flatbed HEMTT. Maybe there must be some specific conditions for this to be inefficient ? Could you be more precise ? Thanks.
⚛◉⚛  [author] 31 May, 2022 @ 10:50am 
The mod has been updated to version 0.9.

* A vehicle selection bug was fixed.
* Now it is possible to move the unloaded cargo when it is not too large, it is not too heavy, and it is not a vehicle.
* Also, weapon holstering animation have been added to the unloaded cargo movement process.
⚛◉⚛  [author] 31 May, 2022 @ 7:02am 
Hello klausman,
Thank you for your feedback !

I will fix this sudden jump between objects when the loaded object itself can be used for loading.

I am also thinking about limiting the possibility of moving unloaded objects by their size. For example, if an unloaded object is bigger than something, it will be "too heavy" to be lifted or carried.
klausman 28 May, 2022 @ 3:49am 
(split off because of the Workshop's 1000 character limit for comments)

Finally (and this is very much in the "nice to have" realm), ACE Cargo recently introduced functionality where unloaded objects are carried or dragged if they are small enough --- this solves a similar set of problems as your "move and Fix" approach. Since carrying objects is ACE functionality, it wouldn't really be available here, but an ACE compat that allows for that would be super neat for the groups that use it.