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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

 

Prarie Fire DLC support (and template for creating your own compatibility addon) : https://steamcommunity.com/sharedfiles/filedetails/?id=2611652823

 

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
  • RHS USAF
  • CUP
  • 3CB
  • Vurtual's HMMWV
  • Foxhound's LPPV
  • Prarie Fire DLC (see link above)
  • BWMod

 

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)

 

Setup:
Supported Vehicles are automatically ready to receive additional ammunition without additional setup.
"Vanilla" ammo in vehicles is autmoatically converted into ammocans and placed into the vehicle's inventory
Simply select a compatable Ammocan from a virtual arsenal or container and drop it into the inventory of the vehicle that you want to load.

 

Ammocan Resupply Procedure:
From anywhere you can access the inventory of a compatable vehicle > From your inventory, deposit the desired number of Ammocans into the vehicle inventory > Close inventory. Weapons *should* automatically reload
The ammocans will show up in virtual aresenals with a prefix of "ammocan".

 

Reloading Procedure:
Supported Vehicle Turrets will have one box of ammunition loaded at a time. All additional boxes of ammunitionn are removed from the turret and added to the vehicle inventory as ammocans on initialization.
When the loaded box of ammo reaches 1 round remaining, AmmoCan will load a box from your vehicle inventory into the turret, and reloading of the turet will happen as normal. While you can carry additional ammo on your personal inventory, AmmoCan will only load a new box from the vehicle inventory.


Tips:
This mod does not address the current lack of manual reloads for vehicle turrets. However, you can greatly increase the operational capacity of your vehicle turrets, so you can feel less bad about emptying the box to top off.

 

Limitations:

  • Right now all ammo is stored into a .50 cal style (M2A1) ammocan. I'll be creating appropriate models for other ammocan types in the future.
  • Currently, only US vehicles are supported. I'll be adding support for non-US vehicle in the future.
  • At spawn, supported vehicles will initiate a reload
  • Vehicles with multiple ammo types per weapon (e.g. RHS Mk19s by default) may have random ammo type loaded into the turret. The best workaround at this time is to carry only one ammo type for a given turret.
  • The AI can take advantage of additional ammo cans inside their vehicles; however will be unable to add more ammo on their own. You can use the Zeus interface or manually add more ammo for them as needed.
  • Currently, due to their lack of inventory, static turrets are not supported, and cannot be reloaded with AmmoCans

 

Planned Updates:

  • No reload at spawn
  • Support for appropriate additional addon vehicles
  • Support for static turret variants of vehicle weapons

 

Usage Restrictions:
The GNU General Public License v3.0: https://www.gnu.org/licenses/gpl-3.0.en.html

I know folks are going to dePBO this, so the GPL license just basically asks that you mention me on any work based on this. I will be making my Github for this public once the addon is a bit more mature.

Anyone may add the raw PBOs for this mod into their own addons, etc.

 

How to help add additional ammo/vehicle support:
I need documentation, images, examples, etc. of other ammocan types. Alternatively, if anoyone wants to help model other ammocan types, I'd love the help.

How to use Ammocan as a framework to support new ammo types:

See my GitHub for Ammocan Unsung: https://steamcommunity.com/sharedfiles/filedetails/?id=2611652823

I designed that addon as a bit of a tutorial to show others how to expand supported ammo types

 

Acknowledgments and Thanks:
Roqarr
 

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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).

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Very clever idea!

 

So in theory I can take a box of ammo from a HMMWV and replenish an M2 tripod turret?

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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) :tounge2:

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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!

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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

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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

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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

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Here's a couple of quick videos detailing a few of the recent changes:

 

 

 

 

 

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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
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Update 2021-09-29:

 

Added:

  • Compatibility Filter - no more errors when reloading a turret on a (currently) unsupported vehicle
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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).

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Great work man.  And you are an excellent communicator in the vids.

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23 hours ago, johnnyboy said:

Great work man.  And you are an excellent communicator in the vids.

 

Thanks much!

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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
 

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Update 2021-10-03:

 

Changed:
Supported weapons should no longer go through a reloading animation upon initialization

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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

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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 robustness

Fixed:
Ammo config issue with RHS M1165A1 GMV, M1238A1, M1239 and anything else that utilized a 96 round M1001 belt

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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)

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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

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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"

 

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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!

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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!

 

 

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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

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