Call to Arms

Call to Arms

Vehicle Inventory Upgrade
36 Comments
Cliff 'Em All 18 Apr @ 2:59am 
working ?
BlackWater 26 Jan @ 2:32am 
update please
Ethereal Phoenix 3 Aug, 2024 @ 5:07am 
Can you update this to work with Warfighter?
ldemontc 5 Jun, 2022 @ 9:45pm 
how do you apply the mod to the game?
MrThirtyOddSix  [author] 19 Mar, 2022 @ 7:43am 
@mo Good idea. I've updated all my current mods (grenade launchers mod is deprecated)
mo 19 Mar, 2022 @ 6:39am 
hey man, please update your mod . now that conquest is working again in co-op with the 1.320.0 version we need your extra tools mod.
cheers bro
MrThirtyOddSix  [author] 14 Mar, 2022 @ 7:04am 
@Rogal_Dorn40K I like the concept you described. I do not know what to do about it though. Ammo boxes are supposed to be for "ammo" :) Now you bring up very nice idea of how to stuff rocket propelled grenade launchers into a box.... and the only way it would work if I would create a new type of box for each faction to specifically add such things. The problem though is that there is no space reduction in real life for such things, so they are not transported as part of box, but rather to prevent damage to launchers (aside maybe from RPG launchers). Hence, dillema on how to fit such concept into realistic, life relatable way.

Also, consider that depending on faction you also get plenty of launchers from vehicles.
Rogal_Dorn40K 13 Mar, 2022 @ 11:15am 
@MrThirtyOddSix Hey bro I came up with an idea for this mod. For Since the Russian grenade box adds different kinds of ammo for the RPG-7, do you think it would be possible to mod the US Explosives box to carry additional things like AT-4s, and LAWs? Maybe the Germans do the same with their Panzerfaust 3s and MATADORs, and GRM and Rebels get ammo for their Vampirs?
RC01214 23 Aug, 2021 @ 5:05pm 
SPG9 seems to be missing AP ammo, should be HEAT ammo, in technical_spg.def
Redarmy 13 Jul, 2021 @ 8:22pm 
any chance of a compatibility patch with this mod that adds Humveesback to U.S? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2525385268
CO Lt. 23 Mar, 2021 @ 1:36pm 
@MrThirtyOddSix I didn´t use any other mods. but after unsubscribing/deleting and downloading the mod again it worked.thank you
KennyLuo 23 Mar, 2021 @ 7:27am 
My game crashed after I only activated this mod. Haven't lunch any mission yet.
APP_ERROR: unexpected token (eResource.cpp:102)
>file "/set/stuff/smallarms/gp25_v1"
MrThirtyOddSix  [author] 23 Mar, 2021 @ 6:31am 
@CO Lt. Do you try a specific mission where it crashes? What other mods are you running? Have you tried to disable all mods and re-enable them again?

Most of the time crashes can be expected due to incompatible mods. Sometimes game does not clean up mod when deactivated, so things that left behind would not work. I know that some people encounter all sorts of weird behavior where game consumes too much memory, or becomes too slow.
CO Lt. 23 Mar, 2021 @ 12:46am 
thanks for the mod. but since the last update 1.228.0 it crashes when i apply the mod. could you take a look into this? thank you
jassar 3 Mar, 2021 @ 1:40am 
thank you so much for the mod it greatly improve gameplay :)
please may stationary weapons be modified also.
MrThirtyOddSix  [author] 2 Mar, 2021 @ 1:35pm 
@jassar Yeah, only artillery vehicles were modified. Those carry-able mortars were not modified in anyway since they are not really vehicles, more like stationary equipment like machine guns or TOW encampments.
jassar 2 Mar, 2021 @ 1:23pm 
2b11 sani mortar doesn't seem to be more accurate
MrThirtyOddSix  [author] 11 Jan, 2021 @ 6:22am 
@StallfighterTheValkyrieSlayer Yeah, I know that smoke for RPG feels a bit unnecessary. I'll look into changing smoke variant into PG-7VR. My only problem is that visually there will be little or no difference aside from impact and range. Impact is even harder to see since depending on armor piece you hit you may not see any improvement.

I'm still contemplating ATGM improvements, since these (including their dumb variants such as RPG) are just bad for ranged combat.
StallfighterTheValkyrieSlayer 11 Jan, 2021 @ 4:52am 
Like that mod, but honestly smoke ammunition for RPG-7 looks a little bit off (unlike Carl-Gustaf it just does not have it). Can it be changed for tandem anti-tank with beter penetration/damage but awful ballistics and short range, for example (basically PG-7VR rocket)?
MrThirtyOddSix  [author] 7 Jan, 2021 @ 7:07am 
@mo asal Thank you!
mo 7 Jan, 2021 @ 6:34am 
good job we use your mod all the time bro ,many thanks
MrThirtyOddSix  [author] 25 Nov, 2020 @ 8:07am 
@luis mink What kind of hotkeys?
MSI 24 Nov, 2020 @ 3:25pm 
can you fix the hotkeys on this mod pls
KampfTomate007 17 Nov, 2020 @ 8:31am 
ok thank you!
MrThirtyOddSix  [author] 17 Nov, 2020 @ 6:37am 
@KampfTomate007 That would require a new mod to merge them together. So unfortunately no, only one mod would work at a time. In fact any other mod that touches vehicle inventory in anyway would conflict
KampfTomate007 17 Nov, 2020 @ 4:10am 
Hey MenTOS I remembered that i noticed an incompatibility with the mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2236816665

He also changes many things in his mod including inventories eg abrams has 25,20,10 shell loadout instead of 30,20,5 etc.

However he doesnt change all inventories like for artillery iirc yet if i load your mod with his together vehicles often end up either with their stat changes from TCI or with your inventory changes

Is it somehow possible that your mod could be made compatible with TCI or is it that all these changes like stats and inventories are changed in the same file and therefore only one mod can alter that file?

Either way thanks for your help friend!
Redarmy 17 Nov, 2020 @ 2:31am 
nice mod. but do the AI use the new artillery abilities too? and if yes,how effectively? My only concern is at how a little OP they might be against AI
sum焱 2 Nov, 2020 @ 5:20pm 
Why don't I see ICONS in the campaign when I activate them:steamsad:
MrThirtyOddSix  [author] 30 Sep, 2020 @ 11:54am 
@mo asal Thank you for kind words!
mo 30 Sep, 2020 @ 3:33am 
Thanks bro , we use your mod all the time.
davesmolik 12 Apr, 2020 @ 3:23pm 
Hi!
I've tried to add some items into the small arms box but they wouldn't appear in the box. Increased space in the box is visible but not the items. It looks like this:
{Extension "ammobox.mdl"}
{extender "inventory"
{box
{weight 50}
{size 10 5} ;6 3
{clear}
{item "bandage" 20}
{item "grenade rdg-m" 10}
As you can see, I am trying to add some grenades and even more bandages...
Am I missing something? Maybe another file that needs to be edited?
MrThirtyOddSix  [author] 30 Jan, 2020 @ 6:42am 
@Alpha I believe resupply trucks can be recharged, however slowly being near another ammo pile: a flag capture point that has ammo available, or those middle map ammo points. Virtually all of the vehicles can be recharged this way.
Alpha 30 Jan, 2020 @ 1:09am 
or could you add something like a shelter (build by engineers) where "only" supply value of vehicle will be restored ? for example the supply value of the normal and the ammo truck - that they can drive back, refill at this station and then drive to the front to supply the tanks and soldiers with ammo
Alpha 30 Jan, 2020 @ 1:05am 
na maybe i was not so clear - i mean the 500 supply units each supply ammo truck has (to refil Tank Ammunition) - i would love to increase this that one ammo truck can refil more tanks. i dont like it that i have to abandon or destroy it that i get the CP back to get a new one (for example in mp battles AI)
MrThirtyOddSix  [author] 29 Jan, 2020 @ 5:00pm 
@Alpha You can resize vehicle inventory to make it bigger. Or you can change counts of items inside existing inventory. So yes, there are different ways you can do this.
Alpha 29 Jan, 2020 @ 1:35pm 
as i dont know where i can find the specific values - is it possible to increase (2x or 4x) the supplyload of supply trucks with changing values in your mod files ?