Arma 3
179 ratings
Transport Crate (For Vehicle) | Slingloadable Vehicle | Slingload
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Data Type: Mod
File Size
Posted
Updated
5.455 MB
4 Aug, 2021 @ 2:46pm
26 Oct, 2023 @ 5:39am
25 Change Notes ( view )

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Transport Crate (For Vehicle) | Slingloadable Vehicle | Slingload

Description
This mod allow you to put vehicle in a "Crate".

This mod is compatible with all vehicles.

This mod is fully compatible in multiplayer.

For Developers
  • The mod actually use an "HiddenSelectionTexture" so you can create your own "Crate Texture Pack".

  • The mod hardcoded name is "Vehicle_Crate" so you can use it in the "RequiredAddons".

Soon :
  • Module to load a vehicle in a crate via "Eden Editor".
96 Comments
kiba3x 9 May @ 10:57am 
Thank you so much for this mod! We can now lift around RHS tanks for amazing logistics. You deserve a bag of cookies or a bottle of whiskey by your choice. My only recommendation is to make the mod's name shorter and add an icon for the main menu. You mod deserve good representation. :Crowned: :steamthumbsup:
The Big Shell  [author] 4 May @ 11:21am 
So about my server, it's not a real problem since i'm playing mostly with my friends but otherwise yeah it's a big problem especially if you don't know the players you are playing with. So about the "bis_fnc_spawn" and "bis_fnc_execVM", both commands allow you to run a custom code remotely so it can be exploited by hackers. Now when you allow a command, you can do it on the side you want, like i said i never tried that system but when i checked, apparently you can select the side where it is allowed, though i'm not sure if that is a good protection since a hacker can still send a packet to the server and told the server to run the code.
The Big Shell  [author] 4 May @ 11:21am 
Now about the VIV, to be honnest i didn't even try and i'm not sure if it is possible inside an object and that is mostly hard coded inside the game, i wanted a way with scripts. I said "hard coded" since in the Xian, everytime i use the VIV for an ammo crate, the one you can slingload, the Xian instantly explode when i land it on the runway, no matter what, i'm not sure if this is always the case but it was so this is one of the reasons i didn't try.
Claas_Fan_92 4 May @ 6:37am 
I have a question, can't you do it like you do with a Blackfish or Xian the VIV, for example? or is that not possible?
Claas_Fan_92 4 May @ 6:16am 
Hy, you should not share this filter as it can be exploited by hackers.

I just found this for myself

// do NOT whitelist BIS_fnc_execVM or BIS_fnc_spawn, hackers will exploit them!
The Big Shell  [author] 3 May @ 5:07am 
Hi, thank you for having posted the logs, that is useful especially for that error. As you can see, the error is because the function called "bis_fnc_spawn" is not allowed to be remotely executed. So what you need to do is to allow the function "bis_fnc_spawn" inside the "description.ext" file of your mission, i'm not sure how to do that since i play on my own server but i don't use a limitation on that commands but you can see that documentation : https://community.bistudio.com/wiki/Description.ext#CfgRemoteExec
Claas_Fan_92 2 May @ 4:20pm 
These are vanilla vehicles and also mod vehicles, it works without any problems in the editor.
Claas_Fan_92 2 May @ 4:19pm 
Hello @The Big Shell, I also use this mod on the server, but unfortunately loading the vehicle doesn't work, it's always spammed into the LOG.

1:03:59 Scripting function 'bis_fnc_spawn' is not allowed to be remotely executed
1:03:59 User NAME (STEAMID) tried to remoteExec a disabled function
1:04:03 Scripting function 'bis_fnc_spawn' is not allowed to be remotely executed
1:04:03 User NAME (STEAMID) tried to remoteExec a disabled function

So I can confirm @ALEXGRAND_17's statement.
|5th|Churlish Church 22 Oct, 2023 @ 4:02pm 
In most of the groups we use sig=1 which uses Arma 2 bikey system. Sig 3 uses the new arma 3 version which has issues and doesn't work as intended or every with large mod sets.
The Big Shell  [author] 22 Oct, 2023 @ 1:24pm 
ok perfect, i will add the bikey tomorrow when i have the time and i will update the mod. I have a question though, what do you mean by "I don't need the key to modify it" ? Because my mod is not encrypted to help people to learn more about programming but i mean about the signature, normally when you change the mod, even if it's signed with the same signature, for example the same mod with 2 differents update so 2 different signature will normally be denied by the server. I will be honnest with you, i never used something else than "verifySignature = 0" on my server because i'm playing with my friends so there is normally no problem.