Arma 3
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Drongo's Active Protection System
 
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21 lipca o 18:22
22 września o 3:43
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Drongo's Active Protection System

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Opis
DAPS is a 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 system works in SP and MP.

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.

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]

DAPS includes 15 types of APS:
Light: Protection from rockets (2 charges).
Medium: Protection from rockets and missiles (4 charges).
Heavy: Protection from rockets, missiles and tank shells (6 charges).
Trophy LV: Protection from rockets (4 charges left, 4 charges right).
Trophy MV: Protection from rockets and missiles (3 charges left, 3 charges right).
Trophy HV: Protection from rockets and missiles (5 charges left, 5 charges right).
Trophy HVe: Protection from rockets, missiles and shells (5 charges left, 5 charges right).
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).
Drozd: Protection from rockets and missiles (4 charges each side, only covers the front 60 degrees).
Drozd-2: Protection from rockets and missiles (4 charges each side, only covers the front 120 degrees).
Afganit: Protection from rockets, missiles (5 charges each side, only covers the front 120 degrees).
AfganitE: Protection from rockets, missiles and shells (5 charges each side, only covers the front 120 degrees).
Iron Fist: Protection from rockets and missiles (2 charges left, 2 charges right).
AMAP-ADS: Protection from rockets and missiles and (possibly) HE shells (5 charges left, 5 charges right).

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).

Design Notes
============
"Hurr durr, we can't figure out how to make APS work and all of our manpower is being used to torture out another buggy iteration of the OFP engine. But you like stupid go-karts and this useless IDAP faction, right?" - Bohemia Interactive

"The first version of DAPS took me 5 hours to make, 2 hours of which was a failed prototype." - Drongo

Can you believe that Bohemia released their Tanks DLC without including APS? In the modern era APS is on the way to becoming a standard feature of armoured warfare (let alone in 2035). Initially I tried to use an incomingMissile eventhandler, but in typical BIS fashion, the results were buggy and unstable. Now the APS uses a tight loop to check for nearby projectiles and then act upon them. Though I try to avoid loops if possible, I couldn't see an elegant solution to the problem. I've tried to make the scripts as light as possible while still retaining functionality.

The number of default charges may seem low on the light, medium and heavy APS, this is largely a gameplay consideration. I wanted to buff AFV survivability, but not make them OP. However, the systems based on real APS (Trophy etc) attempt to mirror the real-life capabilities.

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 may NOT reverse-engineer this addon for your personal use.
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 use this addon as a basis for other addons.
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 use any of the scripts, configs, concepts or designs of this addon in the development of other projects.
You may NOT upload to Steam or any other sites except Armaholic.
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, please contact me.

Changes in v0.8:
Added: Code to completely disable a given type of APS for the duration of a mission
Added: Trophy HV Enhanced, a variant of Trophy HV that can intercept tank rounds
Added: A new scripted method for mission makers to customize which vehicles have which APS
Fixed: Some double APS were incorrectly designated as single in some scripts
Changed: Vehicles will now attempt to turn to face the incoming projectile and pop smoke as soon as possible
Changed: As per above, DAPS_fnc_React no longer controls facing/popping smoke
Changed: Improved Dazzler functionality
Tweaked: General script tidy up

Nearly every script was edited, so there may be some new bugs.
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Komentarzy: 100
Soviet_Potato 3 godz. temu 
thanks man
StigOnStæm 23 września o 10:15 
What's been changed in the new version?
Gravekeeper 23 września o 8:51 
if(_lt=="ir") then {
while {alive _i} do {
_d=_v distance _i;
_rd=0;
_rd=[_id,_v] call DAPS_fnc_RelDir2;
if((_rd<90)OR(_rd>270)) then {
if(_d<150 and _d>=60) then {_i setVelocity [(_vel select 0)-0.05,(_vel select 1)-1.5,_vel select 1]};
if(_d<=50) exitWith {_i setVelocity [(_vel select 0)-0.30,(_vel select 1)-2,(_vel select 0)+_c]; sleep 3; _dd=false; dapsDazzled = dapsDazzled-[_i]}};
}};"
If misslie is laser-guided, it's getting gratually offset to the right and loses some speed, so even if it doesn't hit the ground, it would be hard to hit a moving tank. If missile is IR guided, then it only has a chance to hit the ground. About checking if system is guided: it's better to rather not include rockets at all, or to only turn the tower. Irl Shtora can only see lasers and distract LG missiles.
Something similar might be used as a part of other APSystems, but it would affect balance.
Gravekeeper 23 września o 8:44 
I like what you did with Dazzler, here's what I came up with:
"if(_lt=="laser") then {
while {alive _i} do {
_d=_v distance _i;
_rd=0;
_rd=[_id,_v] call DAPS_fnc_RelDir2;
if((_rd<90)OR(_rd>270)) then {
if(_d<=600 and _d>=450) then {_i setVelocity [(_vel select 0)-0.10,_vel select 1,_vel select 2]};
if(_d<450 and _d>=300) then {_i setVelocity [(_vel select 0)-0.15,(_vel select 1)-0.5,_vel select 2]};
if(_d<300 and _d>=150) then {_i setVelocity [(_vel select 0)-0.20,(_vel select 1)-1,_vel select 2]};
if(_d<150 and _d>=60) then {_i setVelocity [(_vel select 0)-0.25,(_vel select 1)-1.5,_vel select 2]};
if(_d<=50) exitWith {_i setVelocity [(_vel select 0)-0.30,(_vel select 1)-2,(_vel select 2)+_c]; sleep 3; _dd=false; dapsDazzled = dapsDazzled-[_i]}};
}};
crusaderyn 22 września o 19:42 
@Drong: Thank you bro, that's a great news!
★BigShot★ 22 września o 19:16 
@Drongo - I apologize, do not fret... the issue was on my end. Evrything seems to be functioning very well. Works awesome!
Drongo  [autor] 22 września o 15:44 
@★BigShot★
Can you please upload your mission so I can take a look?
★BigShot★ 22 września o 9:26 
Drong...did a quick test but placing this vehicle "I_LT_01_AT_F" in the array for dapsTrophyHVe doesn't seem to offer any protection. Tested 2x and both time I got blown up by the first enemy rocket shot at me while in the vehicle. havent tested any other vehicles yet.
Drongo  [autor] 22 września o 8:18 
@★BigShot★
Here is an example:

Define Vehicles example mission [www.dropbox.com]
★BigShot★ 22 września o 7:52 
im sorry drongo...i meant to ask where should I place the dapsExcludedAmmo ["ammo"_name]; code?...anywhere in the missions init ok?