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[Bug] Ammo truck / outpost loot crate inventory capacity is smaller than what it's filled to. #3464
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Not a bug but it's theoretically possible to change it now with setMaxLoad. Probably too much of a pain to bother though. |
unintuitive/undesirable/unwanted behaviour is close enough to a bug, especially when the cause is from our side |
IIRC it's overshot by miles in common cases, so blocking adding gear if it's full isn't an option. And setMaxLoad didn't exist at the time. I'm not sure it's a good idea though, because you'll end up with ammo trucks that have epic cargo capacity up until you cycle them through the garage. |
I think that would be fine, or not as bad as you worry it could be. |
Maybe better to tie it to the transfer-to-arsenal action, although that one is still batshit. Other issue is calculating what value to set it to, as I don't think there's a built-in method. You'd have to run through the entire contents and calculate using config lookups. |
using "loadAbs" (or "load" and "maxLoad") it should be possible to do that in a neater way. See the "see also" of https://community.bistudio.com/wiki/setMaxLoad |
Ah right, loadAbs works since 2.08 allegedly. |
the inventory of outpost/seaport/airbase loot crate, and the inventory of ammo truck targets is smaller than the amount of stuff being stuffed into them.
This leads to unintuitive situations where when people pull stuff out of the crate, either because they need X item right now or because they're just checking the stuff out. Especially in the latter case it ends up putting a lot of the crate items on the ground instead of back into the box or truck.
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