Vehicle Cargo Capacity Chart


Ever wondered how many weapons you can fit in the back of your SUV? Can you fit two tripod mounted TOWs in the back of the HMMWV? An Independent Warfare Repair truck can hold how many guys again? What do you mean the US Chinook can only hold a fraction of the cargo that a BAF Chinook can??

With such questions rattling through my head and inspired by the lovely and now easily available config viewer and dev-heaven’s cfgVehicles page missing the info I was after, I decided to throw together a PDF with all the cargo space (weapons, magazines, backpack and cargo seats) for all the ArmA2, OA and BAF vehicles. Enjoy!

Vehicle Cargo Capacity PDF

  1. #1 by RFlagg on November 28, 2010 - 3:16 PM

    Hi Kylania. Thanks for this.

    I was just now searching the BIS forums for instructions on how to add ammo crates to vehicles cargo space. Then decided to I’d come look here to see if you’d covered that already.

    If you are inclined to do so, please consider tacking that bit of info on here as well. That way folks like me can see how to add the ammo, and then use this chart to know how much we can fit.

    Thanks again for all your help.

    • #2 by kylania on December 5, 2010 - 3:58 AM

      GeneralCarver has just released a script for adding crates to vehicles you might be interested in!

      http://forums.bistudio.com/showthread.php?t=111125

      • #3 by RFlagg on December 7, 2010 - 2:18 PM

        Thanks.

        I also found out about “addMagazineCargo”. Dunno how I had overlooked that all this time. Oh well. It’s not exactly what I was asking, but it’s easy and can work in a pinch.

        Thanks again sir!

  2. #4 by kylania on December 1, 2010 - 10:14 PM

    You can’t really directly add ammo crates to a vehicle, can’t have a container within a container. What people do is just set a variable on the vehicle with setVariable that contains a reference either to a type of ammo crate or a specific one that’s been moved off map somewhere.

    So when you load one, they just delete the crate and remember what kind it is, then when you “unload it” it just creates a type of the remembered version.

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