--- layout: wiki title: Cargo Framework description: Explains how to set-up the cargo framework for custom objects and vehicles. group: framework order: 5 parent: wiki mod: ace version: major: 3 minor: 3 patch: 0 --- ## 1. Config Values ### 1.1 Preparing a vehicle for ACE3 cargo ```cpp class CfgVehicles { class yourVehicleBaseClass { ace_cargo_space = 4; // Cargo space your vehicle has ace_cargo_hasCargo = 1; // Enables cargo to be loaded inside the vehicle (1-yes, 0-no) }; }; ``` ### 1.2 Making an object loadable ```cpp class staticBananaLauncher { class yourVehicleBaseClass { ace_cargo_size = 4; // Cargo space the object takes ace_cargo_canLoad = 1; // Enables the object to be loaded (1-yes, 0-no) }; }; ```
Note:

ace_cargo_hasCargo and ace_cargo_canLoad are only needed if you aren't inheriting from any of BI base classes or if you are trying to disable loading for a specific vehicle / object.

## 2. Events ### 2.1 Listenable Event Name | Passed Parameter(s) | Locality | Description ---------- | ----------- | ------------------- | -------- `ace_cargoLoaded` | [_item, _vehicle] | Global | Cargo has been Loaded into vehicle `ace_cargoUnloaded` | [_item, _vehicle] | Global | Cargo has been Unloaded from vehicle `ace_cargoRemoved` | [_itemClass, _vehicle, _amountRequested, _amountRemoved] | Global | Cargo has been removed (deleted) from vehicle ## 3. Editor Attributes In the 3D mission editor attributes for "Cargo Size" and "Cargo Space" are available on suitable objects. These can be adjusted to change the respective value on a per-object basis - as well as to enable loading for objects and vehicles which would usually not support it. If you wish to enable loading for an object/vehicle which does not have these editor attributes, see the `ace_cargo_fnc_setSize` and `ace_cargo_fnc_setSpace` functions. ## 4. Scripting ### 4.1 Disabling cargo for a mission object To disable cargo for a mission object use: ```cpp [this, -1] call ace_cargo_fnc_setSize; ``` ### 4.2 Adjusting cargo size of an object `ace_cargo_fnc_setSize` Note that this function can be used to make objects loadable/unloadable (set to `-1` for unloadable). ```cpp * Set the cargo size of any object. Has global effect. * Adds the load action menu if necessary. * Negative size makes unloadable. * * Arguments: * 0: Object * 1: Cargo size * * Return Value: * None * * Example: * [object, 3] call ace_cargo_fnc_setSize ``` ### 4.3 Adjusting cargo space of a vehicle `ace_cargo_fnc_setSpace` Note that this function can be used to enable/disable a vehicle's cargo space (set to `0` to disable). ```cpp * Set the cargo space of any object. Has global effect. * Adds the cargo action menu if necessary. * * Arguments: * 0: Vehicle * 1: Cargo space * * Return Value: * None * * Example: * [vehicle, 20] call ace_cargo_fnc_setSpace ``` ### 4.4 Load cargo into vehicle `ace_cargo_fnc_loadItem` (Also callable from cba event `ace_loadCargo`) Note first arg can be a in-game object or a classname of an object type. ```cpp * Arguments: * 0: Item * 1: Vehicle * * Return Value: * Object loaded * * Example: * [object, vehicle] call ace_cargo_fnc_loadItem ``` ### 4.5 Unload cargo from vehicle `ace_cargo_fnc_unloadItem` (Also callable from cba event `ace_unloadCargo`) ```cpp * Arguments: * 0: Item * 1: Vehicle * 2: Unloader (default: objNull) * * Return Value: * Object was unloaded * * Example: * [object, vehicle] call ace_cargo_fnc_unloadItem ``` ### 4.6 Remove/ Delete cargo from vehicle (Added in ACE3 3.11.0) `ace_cargo_fnc_removeCargoItem` ```cpp * Arguments: * 0: Item or * 1: Vehicle * 2: Amount (default: 1) * * Return Value: * Number of items removed * * Example: * ["ACE_Wheel", vehicle, 2] call ace_cargo_fnc_removeCargoItem * [crate_7, truck] call ace_cargo_fnc_removeCargoItem ```