Arma 3
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Drongo's Active Protection System
 
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Data Type: Mod
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0.118 MB
21 jul om 18:22
3 nov om 22:11
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Drongo's Active Protection System

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Requires CBA.

Check out my Workshop for my other mods (Advanced command, air superiority/air support, cruise missiles and more).

DAPS is an SP/MP mod for Arma 3 that adds Active Protection Systems (APS) to vehicles. These systems allow vehicles to intercept incoming rockets, missiles and shells. When the APS triggers, it will also deploy smoke if the vehicle has smoke launchers and turn the turret to face the direction the shot came from. The systems have a minimum engagement range (30 meters for most systems).

By default, vanilla Arma 3 MRAPs, IFVs and MBTs, some RHS vehicles and some CUP and MEC vehicles are protected. Vehicles from mods can easily be added by mission editors (see below).

A simple APS dialog can be opened with the Delete key (can be changed under Options>Controls>Configure Addons>Drongo's APS). This shows the APS type and charges on the player's vehicle and allows rearming the APS on the player's vehicle or all vehicles on the player's side. Rearming requires an ammo truck/ammo supply within 50 meters.

Download the readme[www.dropbox.com]
Download the DefineVehicles script[www.dropbox.com] (see the readme for usage)
Define Vehicles example mission[www.dropbox.com]
Source code for an addon allowing users to permanently set which vehicles have which APS[www.dropbox.com]

DAPS includes 15 types of APS:
Light: Protection from rockets (2 charges). 20 meter MMD (Minimum Defeat Distance).
Medium: Protection from rockets and missiles (4 charges). 20 meter MMD.
Heavy: Protection from rockets, missiles and tank shells (6 charges). 20 meter MMD.
Trophy LV: Protection from rockets (4 charges left, 4 charges right). 30 meter MMD.
Trophy MV: Protection from rockets and missiles (3 charges left, 3 charges right). 30 meter MMD.
Trophy HV: Protection from rockets and missiles (5 charges left, 5 charges right). 30 meter MMD.
Trophy HVe: Protection from rockets, missiles and shells (5 charges left, 5 charges right). 30 meter MMD.
Dazzler: Protection from rockets and missiles that use IR or laser guidance (unlimited charges).
Arena: Protection from rockets and missiles (11 charges each side, only covers the front 300 degrees). 30 meter MMD.
Drozd: Protection from rockets and missiles (4 charges each side, only covers the front 60 degrees). 30 meter MMD.
Drozd-2: Protection from rockets and missiles (4 charges each side, only covers the front 120 degrees). 30 meter MMD.
Afganit: Protection from rockets, missiles (5 charges each side, only covers the front 120 degrees). 30 meter MMD.
AfganitE: Protection from rockets, missiles and shells (5 charges each side, only covers the front 120 degrees). 30 meter MMD.
Iron Fist: Protection from rockets and missiles (2 charges left, 2 charges right). 50 meter MMD.
AMAP-ADS: Protection from rockets and missiles and (possibly) HE shells (5 charges left, 5 charges right). 5 meter MMD.

The light, medium and heavy APS are not specifically based on any real-world system, but are intended as generalizations of various systems in use or development. They provide 360 degree protection.

Vanilla NATO and AAF MRAPs use Trophy LV.
Vanilla NATO and AAF IFVs use Trophy MV.
NATO MBTs use Trophy HV.
AAF MBTs use AMAP-ADS.
Vanilla MRAPs use Light.
Vanilla CSAT IFVs use Medium.
The T-100 uses Drozd-2.
The T-140 uses AfganitE.
Some RHS M1 MBT variants use Trophy HV.
Some RHS M2 IFV variants use Trophy MV.
CUP and MEC T-90s use dazzler.
MEC T-72s use dazzler.

Arena, Drozd, Drozd-2 and Afganit/AfganitE can not engage top-attack missiles (basically missiles that are 2 or more meters higher than the vehicle).

AfganitE and TrophyHVe are capable of stopping tank rounds.

AMAP-ADS is capable of stopping HE tank rounds.

The dazzler does not destroy incoming projectiles, but rather causes those that use IR or laser guidance to veer away and (hopefully) miss the vehicle. Dazzlers have unlimited charges.

Outgoing fire and low-caliber weapons should not trigger the APS. Be warned that firing RPGs while standing next to a friendly vehicle with APS may trigger the friendly APS.

If you have Drongo's Command Enhancement installed, opening the DCE menu will display a hint showing how many APS charges remain in your current vehicle (if APS equipped).

Various scripts are provided for managing the system (enabling, disabling, rearming).

Adding APS to a vehicle class
The vehicle you run that script on must be an empty dummy vehicle. Do this:

1) Place an empty vehicle of the desired class in the editor
2) Put the script in the init line of the empty vehicle
3) Place the player/AI vehicles (of the same class) in the editor (do NOT put the script in their init line)

To explain further, the script reads the classname of the dummy vehicle, then deletes it and applies the selected APS to all vehicles in the mission with the same classname.

Do not run the script on a vehicle that you wish to use in a mission.

License:
The rights of any 3rd party scripts used in this work belong with the owner. I do not and have never claimed ownership over the work of other people. All 3rd party scripts are used in good faith.

You must receive my permission to use any of the scripts, configs, concepts or designs of this addon in the development of other projects.
You may not distribute altered versions of this addon.
You may not use this addon or any derivatives thereof in any way for monetary gain.
You may not use this addon or any derivatives thereof as part of any submission to any contest of any kind.
You may not port this addon to any other game (it may ONLY be used with Arma 3).
You may not use this addon with VBS, VBS2, VBS3 or any similar product.
You may not re-upload to Steam.
You may not use this addon in any way if you are R0adki11.
You may not use this addon in any way if you are BohemiaBeck.

If you need an exception, feel free to contact me.

Credits:
Drongo69: Concept and coding.
Chops: Testing and input.
James: Testing, some graphics and video.
Larrow: Blast effect script.
Damian: Info about IRL APS.
Gravekeeper: Detailed bug-fix advice.
crusaderyn: Input about MDD.

A huge thanks to my Patrons and supporters:
Beagle
Berl Ancell
David Catley
Ian Schonely
Jack
James Tribbles
Jason Dotson
Logan Scott
Nicholas Odgers
sebastiaan reedijk
Seth Barcello
Sonny Hermanson
Sly
Tim O’Ceallaigh
WW3andMe
YonV

Thanks also to the guys who post encouragement, bug reports and suggestions.

Changes in 0.83
Fixed: Afganit/Afghanit typo causing problems
Fixed: AfganitE/Trophy HVe stopping tank rounds even with no charges remaining

I put a lot of time and effort into my mods. I support single, coop and MP players with unique mods and new features. Please show your support, subscribe, follow and rate my mods. Please promote my work on social media and forums. If you have cash to spare, please consider chipping in to my Patreon[www.patreon.com].

Have fun!
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137 opmerkingen
crusaderyn 5 uur geleden 
@MrDboy12 Another reason I believe the APS should not active when engine is down is because when I test vehicle armor with mod on, I found nearby empty vehicle intercepted the missle. The early version mod script give the APS full interception distance which means even you fire the rocket at target less than 50m, the nearby empty vehicle can be triggered to intercept the rocket which is highly unliked in real.
crusaderyn 5 uur geleden 
@MrDboy12 There is a reason why I suggest Drongo to make APS activated only when engine is on. I knew in real world the powersource of most electronic equipment of modern AFV is come from ASU instead of engine.

However, there is an accident occurred during the trailer of Russian exported BMP3M equipped with Shorta (Well-known softkill APS developed in the end of Cold War) at UAE. For some reason, due to the slow efficiency of UAE test groups, when the test trail began, the system had been activated for couple of hours, and the ASU power had already depleted. This was undetected until the trail was completed. The Russian engineer draw a cold breath when he found this since he standed so closed at the target vehicle. Fortunately for him, the ATGM operator was a newbie as well and the missile fall on the ground before it hit the target.
crusaderyn 5 uur geleden 
@Drongo Thank you for your great effort mate:steamhappy:, I can see that this mod has been progressly evolved into the best and the sole realism APS system of ARMA 3 so far.
MrDboy12 15 nov om 18:58 
@real leader of the russians No mods will make the explosion look epic, it's a custom effect, I run Blastcore and there are no differences whatsoever. But I admit a better explosion effect would be awesome.
real leader of the russians 11 nov om 11:49 
It'd be awesome if you could make explosions better, you kno', EPIC explosion near a tank. Or tell me a mod that makes it EPIC
Drongo  [auteur] 5 nov om 15:03 
@MrDboy12
Glad to hear it man. I can probably make an option to toggle engine on as a requirement, but I'm just so busy now with other projects.

Anyway, have fun!
MrDboy12 5 nov om 14:40 
@Drongo Finally! well you did an impressive job! Tank in my last tests might have been either too close or didn't have engine on. I also noticed the APS protect front 120 degrees where the turret is pointing, that's a small detail that makes a huge difference in realism. It's also worth noting some tanks wouldn't need the engine in order to get power to sensors, most modern MBTs now have auxiliary power unit, providing the power required to the electronic equipment, meaning it can keep low thermal signature and still track targets. Overall a very good job!
Drongo  [auteur] 4 nov om 22:45 
@MrDboy12
AfganitE and TrophyHVe should stop any tank shell. This is provided that the shell is not fired too close and doesn't have some extremely high velocity (as in reality). I tested it yesterday (CBA and RHS) as follows:

1) Put a player-controlled tank with AfganitE behind cover at one end of an airfield
2) Place an M1 at the other end, facing the player's tank
3) Start engine to activate the APS, then move towards the M1
4) Stop about 800m away, wait for the M1 to notice and engage
5) Move closer to keep testing acceptable distance

The APS simulated explosion will happen very close to the tank (as in reality), but it should stop the tank shell in most cases. Note that basic Afganit will not stop tank rounds.

You can also set dapsDebug=true; to get a little bit more info about what is triggering the APS (or if it isn't detecting the incoming round).

Let me know how you go.
MrDboy12 4 nov om 7:24 
After reinstalling, the system does detect incoming rocket/missiles and destroy them, but isn't it supposed to stop APFSDS-T? It just hit the tank every time.
Drongo  [auteur] 3 nov om 22:18 
@MrDboy12
The system works perfectly, but there was a typo in the old readme. The line you want is:

this execVM "DAPS\Define\AfganitE.sqf";

This will stop tank rounds, except at close range.

@Desperados
The AI pop smoke in reaction.