Arma 3
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FIRE FOR EFFECT: God of War
 
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
0.052 MB
Aug 3, 2014 @ 10:36am
Apr 26, 2015 @ 2:53am
4 Change Notes ( view )

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FIRE FOR EFFECT: God of War

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Description
"Fire For Effect" provides fully autonomous AI artillery, that reacts on current situation by smart shelling enemy targets spotted by allied forces. "Smart" means reasonable target choosing, avoiding friendly fire or civilian casaulties and ability of predicting, where moving target will be at impact by analyzing its movement vector. FFE provides also simulation of targeting errors due to factors like human mistakes, weather and more.

Addon supports all generic Arma 3 artillery units. Custom artillery pieces, if compatibile with vanilla artillery computer, may be added via init variables.

To use the FFE launch the game with FFE addon, enter editor, place on map some artillery pieces, any units of same side acting as FOs, some OPFOR as targets and FFE module. That’s all.

PDF manual online[www.dropbox.com].

BI Forums thread[forums.bistudio.com] (news, help, feedback, discussion).


Addon was created "by player for players", source scripts you can freely modify, copy, "cannibalize", to use in your projects. It is released under APL-SA[www.bistudio.com] license. I'll be grateful for notification about each such usage.


Enjoy fireworks.

Rydygier
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72 Comments
ARCH Aug 4 @ 11:09pm 
Any possibility for CBA options in the future? Noticed the older version of VCOM AI did use CBA with Fire for effect for in game changes.
Kozi Jul 5 @ 7:13pm 
does this work with units placed in zeus
Kozi Jul 5 @ 7:05pm 
Init variables? wut

How do I make this work with RHS artillery?
76561198192726397 Feb 13 @ 11:00pm 
i think ace fucks this mod up sometimes. you can get around it by deleting that mk6 pbo in ace.
Rydygier  [author] Jan 9 @ 10:24pm 
Also confront your scenario with the demo mission avaialbe in the BI Forums thread, Dropbox link, to see, if demo works for you and if so, what differs demo and your scenario.
Rydygier  [author] Jan 9 @ 10:22pm 
Did you compared situation in the scenario with "How It Works" chapter of the manual? Most common reasons of artillery not firing are: - friendly units too close the targets, arty not in range (too cose or too far). Or if yo uput something into RydFFE_FO array. No syncing needed. No special equipment.
Archduke_of_Landsee Jan 9 @ 4:00pm 
@Rydygier Bit of a dumb issue; I place the module and some artillery along with two opposing groups to fight, but the artillery doesn't actually do anything. I've tried with mortars, howitzers, rockets, they pretty much just sit around while I was hoping the AI would bombard each other. Any clues as to what I'm doing wrong? Do units need to by synced? Any special gear like binoculars?
Rydygier  [author] Dec 21, 2018 @ 10:38pm 
Thanks, great, I hope, it will be useful for you, good luck. :)
KerneL_PaniK Dec 21, 2018 @ 6:06pm 
Greetings Rydygier,

I just wanted to let you know that I am attempting to incorporate your Fire For Effect script in my warlords mission on Fallujah. https://steamcommunity.com/sharedfiles/filedetails/?id=1594819112

Initial tests seem successful.
Rydygier  [author] Dec 14, 2018 @ 12:22am 
FFE 1.16 fixes problem with Sochor (at some point they changed magazine classes, Sochor uses). But I was unable to update this entry due to persistent Steam error. Newest version can be found under given BI Forums link, here's 1.14.