Arma 3
209 ratings
Tier 1 Artillery Mod
Data Type: Mod
Mod Type: Mechanics
File Size
3.056 MB
Sep 25, 2020 @ 10:51am
Jun 19, 2022 @ 2:06pm
28 Change Notes ( view )

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Tier 1 Artillery Mod

This mod enables you to call in fire missions from AI artillery assets that are in the mission. Simply place down an artillery unit and then open the artillery computer tablet to call in a fire mission. The AI will then calculate a requested firing solution and will actually fire the rounds!

- Call in fire missions from on-map artillery assets.
- Many fire mission options.
- Compatible with singleplayer and multiplayer.
- A comprehensive but easy to use interface.
- Includes unique audio: sound effects and voices.
- Compatible with any (properly configured) mod asset.
- CBA controls/options allow you to customize the mod to your liking.
- Compatible with ACRE/TFAR mods: A medium or long range radio is required to call in artillery.
- Compatible with tools from the ACE mod, like the Vector and MicroDAGR.
- After years of development, the mod is very stable and maybe even almost bug free.

Take a look at the videos in the top. They explain how the mod functions. If you then still have questions, feel free to ask.

In short: Place down an artillery unit. If you use Zeus, wait a minute or two for the artillery unit to sync. Then, press the (default) "up arrow" key on your keyboard to open the artillery computer.

If you are playing multiplayer, make sure the server has the mod running as well.

The mod is fully compatible with:
- Vanilla + Official DLC
- Prairie Fire DLC
- LAMBS Danger
- Project OPFOR
- Unsung
- Pook Arty Pack (except units that don't have proper configs)
- 2035 Russian Armed Forces
- Indochina

If a mod is not on this list, it will still work, but certain features will be disabled, like for example airburst. Tell me if there's a mod you'd like to see added to this list.

It's recommended to use the following patches if you make use of the corresponding mod:
Fix for RHS USAF
Fix for RHS AFRF
These prevent RHS shell casings from briefly distracting (bugging out) the soldiers manning crew-served artillery pieces.

If you play on a custom map whose coordinates in the bottom left don't start with 0/0 for x/y, then the coordinates on the arty computer won't match. This mod has built-in compatibility that will fix this, but it requires for you to run the ACE mod to enable it. Alternatively, if you don't wish to use ACE, you can still play on such maps but you'll need to use mapclick to input all coordinates.

Mission maker info
By default, all players are authorized to use artillery and all artillery units can be used. Check out the mod options in the CBA options menu. There, you can authorize specific players or exclude specific artillery units from the artillery system.

Alternatively, you can can use the following variable to authorize players:
(player unit) setVariable ["T1AM_UnitAllow", true, true];
Use the following variable to exclude artillery (must assign to all vehicles in group):
(arty vehicle) setVariable ["T1AM_UnitAllow", false, true];
If you've assigned this variable mid-mission, you'll need to wait a minute or two before the changes are applied.

Keep in mind that this mod will try to change the locality of artillery units to the server. If you're running a headless client locality script, you'll need to make an exception for the artillery units.

Final words
The goal of this mod is to provide a semi-realistic call for fire artillery system that works reliably and is bug free. The reliability part is there, and bugs are pretty rare. But if you happen to run into a bug, please let me know.

If you wish to help out with the development, add me on Steam and send me a private message. I can put the code on Github if anyone wants to help out.

This work is licensed under the Arma Public License Share Alike[] (APL-SA)
Furthermore, no monetization allowed. Just credit me, or don't (up to you). Side note, if you think you've improved a certain aspect of the mod, I'd be interested in how you did it, so that the mod can be improved! Sharing is caring!

Special thanks to GoldJohnKing ( & SOL44151 for the Simplified Chinese translation.

Special thanks to Hiroitirou3 for the Japanese translation.

                                    Created by the community[]

Popular Discussions View All (2)
Sep 23, 2021 @ 5:24am
Jan 13, 2021 @ 7:55am
How to delete previous or saved missions?
EspiBean May 5 @ 1:13am 
I do appreciate your swift response and your guidance. I was able to make it work with your recommendations. You are truly a god.
Thank you
BlackAlpha  [author] May 4 @ 5:17am 
It might be the coordinates of the map itself are unusual. On the mod's description page under Compatibility is more info. If you don't use the ACE mod, then inputting the map coordinates with the map click function should still work. In addition, I once saw a map with completely bugged coordinates, for that you can try a last resort option. You can go to the mod's options in game (CBA mod options menu) and try to enable "Force Vanilla Grids In The Code" and then input all coordinates with the map click function.
EspiBean May 4 @ 12:02am 
Good day, Love the mod, have used it on other maps with no issues but recently we switched to a new map and are running into issues using the mod. The current issue is saying we cannot max 5 numbers allowed. We did switch to a more larger map. Just trying to see if there is any workaround with our current map
Redanian Mar 1 @ 3:53am 
Thank you for this mod, good for training cff very good work
Bo Jangles Dec 15, 2023 @ 9:55pm 
Just want to commend you on the good work with this mod. If you guys are looking to pretty closely emulate real world call for fire procedures (without getting real people to actually man the guns), this is the gold standard on the workshop. Download it bois.
BlackAlpha  [author] Dec 11, 2023 @ 1:14pm 
I think there are a few, but I never used them. You might be better off asking in the Arma discussion board, someone there might know more.
Warzhixi Dec 11, 2023 @ 1:54am 
Hello author, is there a similar mod that can call planes for air strikes
BlackAlpha  [author] Oct 10, 2023 @ 6:48am 
@Jotenheimer Donger
If you are the mission maker, you could use Zeus for example to rearm the vehicle. If you want infinite ammo in general, you'd need to script something.
joten Oct 10, 2023 @ 1:03am 
hi. pretty cool mod. any way for the ai to reload their artillery piece?
BlackAlpha  [author] Jul 24, 2023 @ 4:08am 
It does not.