Arma 3
164 ratings
Tier 1 Artillery Mod
Data Type: Mod
Mod Type: Mechanics
File Size
2.915 MB
Sep 25, 2020 @ 10:51am
Jun 19 @ 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?
< >
BlackAlpha  [author] Mar 14 @ 1:30pm 
@Gold John King
Thanks for the report. It should be fixed now.
Gold John King Mar 14 @ 2:16am 
Hi, I've found an issue.
Once a player takes control of a artillery battery and forget to relinquish control, then he disconnects / loses connection from the server, the battery will always be occupied until mission restart.
Would you please make the battery automatically freed once controller disconnects from the server? For example, by adding some event handlers?
[1AD]normannobrot Jan 16 @ 7:04am 
this is great, works really well.. altho i wish the salvo options were little easier but i think i've worked it out. anyway of getting the scud launcher from CW3 re armed to work with it??? :_D
erau_Hatsune Nov 25, 2021 @ 8:32am 
Yes sir. That's fine to me too. Thanks.
BlackAlpha  [author] Nov 25, 2021 @ 7:56am 
Do you mean in the saved missions list? this is by design, so that you may load them again at a later time
erau_Hatsune Nov 25, 2021 @ 7:18am 
The used missions won't go away after I clicked end mission.
BlackAlpha  [author] Nov 25, 2021 @ 4:34am 
What do you mean exactly?
erau_Hatsune Nov 24, 2021 @ 9:36pm 
Can we remove ended fire missions? It stays after I use them.
FlamingCygnet Sep 29, 2021 @ 9:39am 
Update: IT WORKED!
Thanks for the help mate! 10/10!

Too bad I can't add in more mods as I already am running like 30 mods lmao
BlackAlpha  [author] Sep 29, 2021 @ 9:35am 
That one should work. If you absolutely need a western towed arty unit, you can find it in some other mods, like RHS or Pook Arty.