fat_lurch 337 Posted July 11, 2020 This addon modifies supported vehicles to use ammocan objects that can be loaded into a vehicle inventory. Players are able to manipulate these ammocans directly so extra ammocans can be added to the vehicle in the field. This also allows you to load more ammo than vehicles carry by default. Additionally, mounted weapons now reload more like other small arms in game, requiring you to hit R to reload and allowing you to reload partially expended magazines I have a bad habit of not keeping this info up to date. Check the Steam page for the latest features! Steam Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2162698437 GitHub link: https://github.com/FatLurch/Ammocan YouTube Demonstration: This is designed to work in SP, MP and Dedicated with human and AI vehicle crews and gunners. More features are planned and more vehicles and their vehicle turrets will be supported. Please note that static turrets are not currently supported, due to their lack of inventory. Please note: I can incorporate any vehicle into my mod without REQUIRING that addon as a dependency - I just use classnames. With this in mind, I'd like to incorporate as many reasonable additions as possible, so keep 'em coming! ***For best results, use with the Vehicle Loadout mod, to save vehicle profiles with additional ammo! https://steamcommunity.com/sharedfiles/filedetails/?id=2161671937 Supported Addons: Vanilla West Prairie Fire DLC RHS USAF CUP 3CB Vurtual's HMMWV Foxhound's LPPV BWMod FFAA Mod HAFM Mod Supported Ammo Features: Manual reloads (press R) Support for SP, MP and Dedicated Ability to Load/Unload Turret Ammunition to/from ground vehicles Tested & compatible with ALiVE and Zeus spawned vehicles Support for (eventual) addon vehicles without mod dependency Should be compatible with Liberation, Antistasi, etc. (Would love testing feedback) Custom ammocan models Compatible with AI gunners Support for ACE Rearm and other reloading systems (ammo automatically converted when the vehicle inventory is closed) Help Wanted: If anyone is willing and able to model/texture some ammocan, box, magazine variants I'd greatly appreciate the help! I've tried and unfortunately it is just not in my skill set. It took me weeks to come up with the darn M2A1 ammocan model which isn't very good. The GitHub for the project outlines which assets I think are needed so far: https://github.com/FatLurch/Ammocan/issues/40 10 1 Share this post Link to post Share on other sites
10Dozen 23 Posted July 16, 2020 Thanks for this very loved feature from ACE2 that never happened in ACE3. Hope some day it gonna be included to ACE with support of carrying feature and rearm process. Some ammo boxes may be taken from A2 data packs - DShKM, PKM, AGS, Mk19, ZU-23-2 (ofc not hi-end quality, but you can improve it later). Share this post Link to post Share on other sites
chops 111 Posted July 16, 2020 Very clever idea! So in theory I can take a box of ammo from a HMMWV and replenish an M2 tripod turret? Share this post Link to post Share on other sites
10Dozen 23 Posted July 16, 2020 Quote So in theory I can take a box of ammo from a HMMWV and replenish an M2 tripod turret? Yes, in theory you can also unload ammo from immobilised vehicles to other vehicles and so on. With extra scripting - even to detach mounted weapons (PKM, M240) 1 Share this post Link to post Share on other sites
fat_lurch 337 Posted September 25, 2021 On 7/16/2020 at 2:15 AM, 10Dozen said: Thanks for this very loved feature from ACE2 that never happened in ACE3. Hope some day it gonna be included to ACE with support of carrying feature and rearm process. Some ammo boxes may be taken from A2 data packs - DShKM, PKM, AGS, Mk19, ZU-23-2 (ofc not hi-end quality, but you can improve it later). Thanks 10Dozen. I'm not familiar with how to incorporate A2 content into this. Are there any decent articles on how to get started with this? Thanks in advance! 1 Share this post Link to post Share on other sites
fat_lurch 337 Posted September 25, 2021 Update 2021-09-25: Added: Initial support for RHS TOW missiles* Additional debug comments for diag_log GitHub link to original post CUP and Vanilla 2000x 7.62x51mm support (for M134) Vanilla 1x Titan AT support Changed: Turrets with multiple ammo types should spawn with the preferred ammo type defined in the vehicle's config Mass of ammocans increased (was 8 (rifle mag), now 50) General code cleanup Fixed: Turrets should only have a single mag loaded at init now (this was an issue for turrets with mutliple ammo types defined) Case sensitivity issue with findAmmocanType function 2 1 Share this post Link to post Share on other sites
fat_lurch 337 Posted September 26, 2021 Update 2021-09-25 I created an addon to support the Unsung vehicles. This addon also serves as an example to show how you can add new ammo types to ammocan without having to wait for me! See the Ammocan Unsung GitHub for details: https://github.com/FatLurch/Ammocan 3 1 Share this post Link to post Share on other sites
fat_lurch 337 Posted September 26, 2021 Update 2021-09-26: Added: Manual reloads - Just press R (You can reload partial or empty magazines. Partials will be stored in the inventory of the vehicle) Partial Magazine Support 1 Share this post Link to post Share on other sites
fat_lurch 337 Posted September 26, 2021 Here's a couple of quick videos detailing a few of the recent changes: 2 Share this post Link to post Share on other sites
fat_lurch 337 Posted September 28, 2021 Update 2021-09-27: Fixed: AI weren't reloading from vehicle inventory unless someone opened and closed the vehicle inventory The reload hint was showing up for the player if an AI had to reload An error would be generated if a turret tried to reload on a vehicle with zero magazines in its inventory 1 1 Share this post Link to post Share on other sites
fat_lurch 337 Posted September 30, 2021 Update 2021-09-29: Added: Compatibility Filter - no more errors when reloading a turret on a (currently) unsupported vehicle 2 1 Share this post Link to post Share on other sites
10Dozen 23 Posted October 1, 2021 On 9/26/2021 at 1:24 AM, fat_lurch said: Thanks 10Dozen. I'm not familiar with how to incorporate A2 content into this. Are there any decent articles on how to get started with this? Thanks in advance! Data packs and information available here: https://www.bohemia.net/community/licenses/licensed-data-packages You can download, depbo and re-use models and textures/mats for your purposes (basically cut mags out of statics/vehicles). 1 Share this post Link to post Share on other sites
fat_lurch 337 Posted October 1, 2021 3 hours ago, 10Dozen said: Data packs and information available here: https://www.bohemia.net/community/licenses/licensed-data-packages You can download, depbo and re-use models and textures/mats for your purposes (basically cut mags out of statics/vehicles). Awesome, thanks for the info! I'll check this out. Share this post Link to post Share on other sites
johnnyboy 3792 Posted October 3, 2021 Great work man. And you are an excellent communicator in the vids. 1 Share this post Link to post Share on other sites
fat_lurch 337 Posted October 4, 2021 23 hours ago, johnnyboy said: Great work man. And you are an excellent communicator in the vids. Thanks much! 1 Share this post Link to post Share on other sites
fat_lurch 337 Posted October 4, 2021 Update 2021-10-03: Added:Support for 3CB Support for 3CB 7.62x51 x200 ball and tracer Support for 3CB 40mm HEDP x32 Support for 3CB 12.7x99 x 100 Verbose output for unsupported ammo types per weapon (Ref "###" entries in diag log) Magazine conversion function (Mostly for 3CB - converts the 3CB magazines to ammocans for cross compatibility) Blacklists to skip weapon types that shouldn't be addressed by ammocan Changed: More robust handling of vehicle with multiple weapons per turret Less debugging (spamming) output to diag log 1 Share this post Link to post Share on other sites
fat_lurch 337 Posted October 4, 2021 Update 2021-10-03: Changed: Supported weapons should no longer go through a reloading animation upon initialization Share this post Link to post Share on other sites
fat_lurch 337 Posted October 10, 2021 Update 2021-10-10: Added: Support for ACE Rearm and other re-arm methods (automatic turret ammo conversion on inventory close) Fixed: Reloading issues with 2nd turret/weapon on a vehicle Spam log messages from ammocan in Eden editor Changed: Fewer debug messages Better weapon blacklist handling Better method for getting turret weapon ammo Minor code cleanup 1 2 Share this post Link to post Share on other sites
fat_lurch 337 Posted October 10, 2021 Update 2021-10-10: Added: CUP support to class "Ammocan_RHS_48Rnd_40mm_MK19_M430A1" for magazine type "CUP_48Rnd_40mm_MK19_M" CUP support to class "Ammocan_rhs_mag_TOW2A" for magazine type "CUP_1Rnd_TOW2_M" CUP support for 100x 7.62x51 belts Blacklisted the RHS smoke launcher (rhsusf_weap_M259) to enable Ammocan support for assets like the M113A3 Unified weapon blacklist function Minor code tweaks to blasklist functions to improve robustnessFixed: Ammo config issue with RHS M1165A1 GMV, M1238A1, M1239 and anything else that utilized a 96 round M1001 belt 1 Share this post Link to post Share on other sites
fat_lurch 337 Posted October 11, 2021 Update 2021-10-10: Added: Added support for Vurtual's HMMWV Added "vurtual_200rnd_762x51_box" & "vurtual_200Rnd_762x51_box_heli" to "Ammocan_200Rnd_127x99_mag" Added "vurtual_48Rnd_40mm_G_belt"" to "Ammocan_RHS_48Rnd_40mm_MK19_M430A1" Added "vurtual_400Rnd_127x99_belt" to "Ammocan_rhs_mag_400rnd_127x99_mag" Added new "Ammocan_1000Rnd_762x51" to support "vurtual_1000rnd_762x51_box" Added "vurtual_96Rnd_40mm_G_belt" to "Ammocan_96Rnd_40mm_G_belt" Added new "Ammocan_900Rnd_127x99" to support "vurtual_900Rnd_127x99_belt" Added "vurtual_2000Rnd_762x51_belt_heli" & "vurtual_2000Rnd_762x51_belt" to "Ammocan_2000Rnd_762x51_Belt_T_Red" Added "rhsusf_weap_DummyLauncher" & "vurtual_smokelauncher_crows" to weaponBlacklist Changed: Changed compatable magazine lookup to CBA function to increase robustness Changed turret index lookup to CBA function to increase robustness Changed compatabilityCheck to accept turrets (mis)configured as FFV Changed converTurretAmmo to accept turrets (mis)configured as FFV Updated log entry for successfully configured assets to add more detail Removed: getTurretIndex function (replaced with CBA function) 2 2 Share this post Link to post Share on other sites
fat_lurch 337 Posted October 13, 2021 Update 2021-10-12: Added:Support for Foxhound's LPPV Changed: Simplified reload function Update compatabilityCheck function Fixed: Issue where commanding a reload on the last mag would empty the magazine from the gun and cause a bug Share this post Link to post Share on other sites
fat_lurch 337 Posted October 14, 2021 Update 2021-10-13: Added:BWMod Support 32x 40mm (Added to existing Ammocan class) 120x 7.62x51 (New Ammocan class) 1200x 7.62x51 (New Ammocan class) Blacklist for "bwa3_dingo_smokelauncher" Share this post Link to post Share on other sites
fat_lurch 337 Posted October 15, 2021 I'm interested in working on the mass of various ammocans for this addon. Does anyone have any recommendations beyond the "kg * 22" rule for object weight in ARMA? Thanks in advance! Share this post Link to post Share on other sites
fat_lurch 337 Posted October 15, 2021 On 10/1/2021 at 4:03 AM, 10Dozen said: Data packs and information available here: https://www.bohemia.net/community/licenses/licensed-data-packages You can download, depbo and re-use models and textures/mats for your purposes (basically cut mags out of statics/vehicles). Thanks again for the info 10Dozen, Unfortunately my ignorance is getting in my way. I've gone as far as being able to download and dePBO the files. In the case of the AGS30 for example, I can see the .p3d in the folder but I can't view it in Oxygen/Bulldozer, etc. because it's binarized. What techniques do I need to read up on/study to be able to do something like reutilize the AGS30 magazine from these data packs? Thanks for your time and patience! Share this post Link to post Share on other sites
fat_lurch 337 Posted October 16, 2021 Update 2021-10-15: Added: Ammocans available in Eden and Zeus Extra ammocans are now visible in the Eden Equipment interface Support for CUP 32x 40mm ammo Support for CUP 200x 7.62x51 ammo Support for CUP 96x 40mm Fixed: Fixed magazine name case sensitivity issue in loadAmmoFromInventory 2 Share this post Link to post Share on other sites