Arma 3
Ammocan
157 Comments
matheusgc02 29 May @ 10:49pm 
I have created a github Pull Request to fix the issue of the reload hint showing for all players. pls check in github https://github.com/FatLurch/Ammocan/pull/42
Ace 6 Dec, 2024 @ 10:33am 
Alas, I am starting to think this mod is no longer maintained.
Inferno | M.D.F 24 Nov, 2024 @ 9:26am 
This has an issue with ACE loaded, putting a box in the inventory then reopening it just recursively spawns boxes until you take it out, is this intentional? It's converting but the box should be removed afterwards right?
Ace 21 Jun, 2024 @ 4:50pm 
http://tsog-milsim.com/images/Supported_Ammo.pdf doesn't lead to anything. Dead link.
Ace 6 Apr, 2024 @ 12:54pm 
Also, since when do AI not reload? AI can't reload from the ammo cans, sure, but the vehicles should start with ammo already. The AI are not affected by this mod positively or negatively. Make sure you didn't break something with a different mod.
Ace 6 Apr, 2024 @ 12:52pm 
Hm, what vehicles is SLAP ammo compatible with? I noticed not everything that takes .50 cal can take SLAP ammo.
_mickey_ 25 Feb, 2024 @ 12:33pm 
I support @Wolf , this is the main problem of this mod, for which reason it cannot be used in single player
Wolf 24 Feb, 2024 @ 10:29am 
AI do not reload any fix for it
Fat_Lurch  [author] 2 Jan, 2024 @ 5:55pm 
Hi ACE. I had started documenting that a bit on a compatability addon for Unsung. I don't think I ever finished it but this should illustrate the generics: https://github.com/FatLurch/Ammocan_Unsung

Feel free to reach out dirwct if you want any help making a compatability addon for this.

Thanks
Ace 2 Jan, 2024 @ 4:57pm 
This mod is so incredibly useful. Do you perhaps have any documentation for people who might try adding onto this?

I imagine a lot of fictional-themed ArmA ops would want to add stuff for like, Halo ammo, or 40k ammo, or whatever else they might need. Being able to use this as a framework would hugely expand the choices given to mission makers and other modders.
_mickey_ 27 Dec, 2023 @ 2:17pm 
@J-Money I spent several days before I found the reason. I disabled each of my 80+ mods, one by one, until I discovered the reason why tmy AI-gunners stopped shooting. And when I found the reason, I did a dozen tests with just this one mod, disabling all the others! I don't have even 1% doubt
_mickey_ 27 Dec, 2023 @ 2:13pm 
@J-Money you're just not attentive;)
J-Money 27 Dec, 2023 @ 4:19am 
@_mickey_ I dont have that problem at all. this mod is criminally under rated.
_mickey_ 1 Nov, 2023 @ 6:50am 
It amazes me that people continue to use this malicious mod and ask questions. This mod should be banned because.he kills the AI of Arma3. The vehicles simply stop shooting, but that doesn't seem to bother anyone, Lol)
Abraxas 1 Nov, 2023 @ 6:38am 
Oh! and one last thing! Player ammohandling, or at least whenever I tried to do it is A-ok, it's just the AI that was acting up in this one instance :steambored:
Abraxas 1 Nov, 2023 @ 6:35am 
Heya Lurch! Hope things have been kind to ya lately.

Ran into a similar Issue to _mickey_ here; I was testing some stuff while spinning up a new server and unfortunately found myself unable to get the AI to perform any ammo handling where they'll just fire what they have and never reload. I was running more mods than you can shake a stick at the first time I noticed it, so it took me a generous amount of time to work through to find out what I could've known by launching it just on its own initially, where I was able to simply reproduce the problem with Ammocan, Vehicle Inventory System, and CBA, while letting the AI fire itself and notably while remotely controlled.

All of this was done on OPFOR FIA HMG offroad, which was the initial and now thankfully only instance I could replicate the issue having now reflected on all my previous testing with all the other mods I was trying out earlier and things seeming to work alright.
Abraxas 1 Nov, 2023 @ 6:35am 
I only noticed it once I grabbed the offroad to test out LAxemann's suppress.

I'd figure _mickey_ either could've run into this exact problem on the HMG, or more worryingly the same issue somewhere else. I'm thankful though to say I was able to positively eliminate LAMBS, Moving Stacks Rework, Better inventory, as well as a dozen others I'm a lil' too tired to remember since it's 6 in the AM.

Anywho, from all that, my dumbass is reasonably certain the mod's got a screw loose somewhere. I'd love to help if sending the verbose debug thingamagiger something or other to get intel on what could be going wrong. For testing I was of course using the OPFOR FIA offroad HMG on NMD sandbox Altis.

hopefully this all reads ok, i'ma grab some Z's
Q 19 Oct, 2023 @ 7:50am 
Would be great to get support for Spearhead Ammo.
Killimanjaro117 9 Jun, 2023 @ 4:36pm 
I get ya, I had it working back around the time you had originally posted the mod itself, but this time it wasn't working so I just wanted to see if there may have been a few things that would not work with it. Thank you for your time Fat_Lurch
Fat_Lurch  [author] 9 Jun, 2023 @ 12:36pm 
I've been able to use this system on a dedicated server with friends quite a bit. It haven't tested this with Better Inventory - depending on how that mod does things under the hood incould see the mods not playing nice with eachother
Killimanjaro117 9 Jun, 2023 @ 7:22am 
It may actually be my server at this point, it worked with the pack client side, but even with the same mods on the server it didn't work there.
Killimanjaro117 9 Jun, 2023 @ 6:51am 
Sure thing, And It could be just due to the mods I have loaded, but I've tried to use ammocan with RHS HMMMVs and Vurtual's HMMMV. I can put the ammo into the inventory, but even if I remove the ammo the vehicle spawned in with, it doesn't allow me to swap to another type.
Is it possible the better inventory mod causes this?
Fat_Lurch  [author] 8 Jun, 2023 @ 11:15pm 
Killimanjaro117: Do you have a specific example?
Thanks
Killimanjaro117 8 Jun, 2023 @ 7:40pm 
Hey @Fat_Lurch, apologies for bothering, but I seem to have an issue where the guns aren't loading the alternative ammos.
_mickey_ 29 May, 2023 @ 3:55pm 
@Fat_Lurch Please try to solve this problem. It seems to me that AI needs to create completely different rules than for the player.

I really like your mod, because he might look like one of the best mechanics ever made for Arma3! But unfortunately mod can't be used in single player. It can break any mission.
_mickey_ 29 May, 2023 @ 3:51pm 
@Fat_Lurch thanks for the video, but it won't work without the player impact. What to do in the Single Player Campaign when the player is fighting against enemy AI? Unfortunately, with the help of your mod, enemy AI becomes less dangerous especially when using LAMBS, because LAMBS vehicles use infernal suppression and instantly consume their ammo.
Fat_Lurch  [author] 29 May, 2023 @ 1:43pm 
I suspect it's part of the ammo "cost" system. The AI doesn't think they have much ammo so they're saving it. Unfortunately that's not something that can be fixed without changing the cost of every ammo type.

Here's a video I had posted a long while back detailing that the AI "knows how" to reload with this system: https://youtu.be/BS_shaviXyo
_mickey_ 29 May, 2023 @ 12:55pm 
@Fat_Lurch hi! you're back, I'm very happy. You can't fix the AI-gunners shooting problem?

If you use your mod, then at one point the AI-gunners will simply stop shooting.
I suspect that he somehow does not know how to recharge, with your mod.

I have no doubt that your mod has this problem, because. I have done many tests with and without your mod. Below I made a description for the repro...
Fat_Lurch  [author] 29 May, 2023 @ 12:34pm 
Nezman91, the system is setup so you can't load larger ammo capacities than the gun usually holds
Nez91 28 May, 2023 @ 9:09pm 
Had down a CUP USMC M1025 (M240) Humvee down and put in the 2000x 7.62x51mm Red Tracer ammocans to switch out the standard 100x 7.62x51mm ammocan. I used what was in test of compatible ammocans for CUP
Fat_Lurch  [author] 28 May, 2023 @ 10:33am 
Nezman91: Do you have a specific example I can test? Thanks for the info
Nez91 28 May, 2023 @ 10:15am 
Love the mod. Just have one issue at the moment. CUP vehicles not taking the other ammo that is compatible for it. Tried using different tracer ammo and it will no load them. do see CUP did an update after this mod was update
☠ Kibbe_Surdo ☠ 4 Apr, 2023 @ 7:26pm 
Hi! does it support mortars and morar ammo ? for vanilla, CUP and RHS mortars ? thanks in advance
_mickey_ 10 Mar, 2023 @ 1:53pm 
It is a pity that this mod is dead and there are no fixes. The mod idea is great, but player can't use without AI problems.
rufengxiyu 24 Aug, 2022 @ 1:37am 
What kind of vehicle is the 900 round M2 ammunition box used... Can all vehicles equipped with M2 heavy machine guns be used with 900 and 400 round ammunition boxes in the later stage (blue hammer module is used)
Fat_Lurch  [author] 22 Aug, 2022 @ 12:05pm 
I haven't been working on any of my ARMA 3 projects as of late - I'm hoping to get back into it in the future
KaraPyz1k_ 22 Aug, 2022 @ 2:39am 
are you still working on the mod?
Waiting for the static turret update
Otto von Basedmarck 25 Jul, 2022 @ 4:24am 
Out of curiosity how does this work for say the AAV that has both a Mk 19 and a 50 cal?
_mickey_ 23 Jul, 2022 @ 5:41am 
@Fat_Lurch Simple guidelines for reproducing the problem: Put 3 armed cars + 3 squads on the map for each of the opposing sides, give them SEEK AND DESTROY waypoints and observe fight. Run tests with and without Ammocan and compare AI behavior. I have been testing on a Sefrou-Ramal map with the ones mentioned below vehicles. Also I have tests with or without LAMBS Danger AI mod. The problem can be noticed with LAMBS or without it. But it will be more noticeable with the LAMBS mod, since vehicles must suppress the enemy with longer bursts of shots. But as soon as I connect Ammocan it disappears. You will see extremely rare shots of AI Gunners, who may even have a chance to stop shooting in general.
_mickey_ 23 Jul, 2022 @ 5:28am 
@Fat_Lurch The problem is this. With your mod the AI gunner will fire much less frequently even at obvious targets, at some point the AI even has a chance to stop firing at a visible target even if that target is a few meters away! The AI gunner will simply report this target to the commander and will aim at it, but will not fire a single shot!!! I must to disable your mod, please find the cause of the problem and fix it.
_mickey_ 23 Jul, 2022 @ 5:27am 
@Fat_Lurch good day. You made a great mod, but unfortunately your mod have a BIG PROBLEM. It have a negative effect on the AI gunners of armed vehicles (Offroad Armed/MRAPs etc) Maybe it affects other APC, Tanks, but I'm still not sure here. Today I am 100% SURE that this has a negative effect on armed cars. I spent several weeks before I understood the reason. I had to disable every one of my mods (about 80 mods) and do tests before I could find the cause. I have been testing with RHS USA M1151A1 and Tura Orroads Armor Armed vehicles.
Fat_Lurch  [author] 23 May, 2022 @ 10:43pm 
If the server a client or headless client takes ownership of the AI and they're not running the addon you'll see issues.
Karl 23 May, 2022 @ 3:40pm 
For some reason this mod appears to bug out AI gunners from reloading, is anyone else having this issue.
rufengxiyu 2 May, 2022 @ 12:43am 
o you support those World War II modules of ifa3
kiba3x 8 Feb, 2022 @ 9:50am 
Awesome work, mods like this make A3 better and better. Maybe add RHS AFRF vehicles next?
Fat_Lurch  [author] 15 Jan, 2022 @ 3:23am 
Thanks JD Wang. I've added this to my GitHub as a bug. I'll work to get this resolved. Thanks
[NZF]JD Wang 15 Jan, 2022 @ 2:58am 
Awesome mod dude, thank you for the work you put into this. Honestly vehicle ammo handling should be in the base game.
Just one little problem. Your reload hint seems to get broadcast to all clients. Personally I'd just remove the hint altogether, but if not can you just make it local to the gunner please.

Cheers and keep up the awesome work
_mickey_ 13 Jan, 2022 @ 3:59pm 
If a soldier could carry it, then only in a backpack (no more than 2-3 unit), it is impossible to carry it in a vest - then it would look realistic. It would also be great if the player could carry them in player hands, using the ACE3 menu, as this mod does when carrying turrets. Please try to implement these details.