Arma 3
Cargo Manager
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.
klausman 28 May, 2022 @ 3:49am 
Very nice work! I am sure you're aware of Vurtual's Boxloader, which provides similar functionality.

One thing I noticed is that placement of cargo in the vehicle is sometimes very inefficient: e.g. on a HEMMT flatbed, it would be possible to fit two NATO Supply boxes next to each other, but currently, CM places it in the middle and a second one behind it. While the gaps can be filled with smaller objects, that rarely seems to happen. Maybe take a look at how Boxloader does it, since it seems to be more efficient at packing things (and yes, I am well aware that binpacking is a _Hard_ problem).

A second thing is that if you load quadbikes into the bed of a HEMMT, CM often switches to the quadbike's cargo, and you have to run around and find a spot where CM picks the HEMMT as the cargo vehicle to continue loading it. Having a dropdown or similar to pick one of the vehicles in range as the target for CM would be nice.
⚛◉⚛  [author] 20 May, 2022 @ 2:23pm 
The add-on has been updated to version 0.8.
Unloaded objects are now aligned to the ground after fixing.
⚛◉⚛  [author] 20 Apr, 2022 @ 2:55pm 
Cargo Manager add-on has been updated to version 0.7.
A bug was fixed and compatibility with RHS mod has been added.
⚛◉⚛  [author] 19 Apr, 2022 @ 10:11am 
Cargo Manager add-on has been updated to version 0.6.
Now it is possible to use vehicle doors.
In order to load and unload cargo, cargo doors must be opened.
I have tested the add-on with vanilla vehicles and vehicles of the CUP Vehicles add-on.
Some CUP helicopters like Mi8 and Mi17 have non-working doors, it seems like they are bugged.
Compatibility with RHS mod will be added later.
⚛◉⚛  [author] 19 Apr, 2022 @ 3:38am 
I am continuing work on this add-on. I have already found and fixed a small bug and will add some new fuctionality to the Cargo Manager add-on. The next update will be ready soon.
⚛◉⚛  [author] 19 Apr, 2022 @ 3:36am 
During the work on this add-on I have faced a lot of monotonous actions which could be automated. So, I decided to make a separate add-on for this.

Vehicle Viewer
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2796708565
⚛◉⚛  [author] 5 Apr, 2022 @ 12:18pm 
The mod has been updated to version 0.5.

Player's movement speed is now more realistic during the process of cargo movement.
A detailed description is now available.
⚛◉⚛  [author] 5 Apr, 2022 @ 10:37am 
The mod has been updated to version 0.4.

It is now possible to move objects after unloading.

I have found a serious bug in Arma's engine during this coding, but this is another question.
Seems like the third Arma is as bugged as the previous game :-)
⚛◉⚛  [author] 4 Apr, 2022 @ 1:56pm 
In future I will add an ability to move unloaded objects, so it will be some kind of a logistic mod for the game.
⚛◉⚛  [author] 4 Apr, 2022 @ 1:31pm 
The mod has been updated to version 0.3.

Now it does not allow loading animals.
⚛◉⚛  [author] 4 Apr, 2022 @ 10:20am 
Seems like I have found a bug myself during one of the test missions. If a snake is moving near the vehicle, Arma 3's engine tells me that a snake CAN be put into my vehicle. LOL.

But this is not the only problem. As this snake is forever moving, the loading fails as the object must be stationary. That reminds me of Arma 2 when I struggled with flys flying around the vehicle and getting into the list of possible cargo, LOL.

I will think what to do with it later.
⚛◉⚛  [author] 4 Apr, 2022 @ 9:17am 
The mod has been updated to version 0.2.

I have added some checks to prevent misusage of this addon and cheating with it. So, the vehicle and objects must be stationary in order to allow loading and unloading.

If you find any bugs, please let me know.
⚛◉⚛  [author] 3 Apr, 2022 @ 3:30pm 
I have made a new add-on. It is called Cargo Manager. I wanted to make this add-on several years ago, but at that time there were so many bugs in Arma 2 that I didn't make it that time. Now that we have an updated Arma 3 engine, I managed to create a convenient GUI for loading and unloading stuff into vehicles.

Cargo Manager
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2789114342