Arma 3
Drongos Active Protection System
674 kommentarer
煤球灯 16. okt. kl. 8:34 
so is there any way to knock down AI vehicles with APS on, other shoot enough rockets to make them run out of APS rounds? every time i play escape malden and some enemy armed vehicles with APS keeps taking out my whole squad, because we don't have enough AT soldiers in our team, that's quite frustrating.
is it possible to have some CBA settings to make APS's performance editable, such as reload time or something? if any vehicle with APS on seemed invulverablr to infantry units, that may seriously degrade the gameplay experience i think.
Redzitus 18. sep. kl. 15:36 
Hey @Drongo, I dont know if you are still gonna update this mod, but I have a suggestion, since the dazzlers are based off the shtora-1, can you make them vulnerable to guided missiles like the Javelin, NLAW and TOW-2? (BGM-71D, E, F, G and H variants?)
I am trying to do this by myself, but I fear will not be able to, due to the lack of my coding skills. I would be very glad if you did this man.
Drongo  [ophavsmand] 27. juli kl. 15:16 
That is intended behaviour. Please read the readme in the mod folder, it can be accessed by right-clicking on the mod in the launcher.
Killa567 27. juli kl. 9:43 
When I assign the APS to a vehicle it deletes the vehicle about 10 seconds after mission starts. Is there any fix for this?
Drongo  [ophavsmand] 8. juli kl. 5:29 
How have you tested it? Maybe try some player-only testing a different ranges angles and systems.
Hatty 7. juli kl. 18:30 
@PanSeba I know all of that. I've been using the mod for years. It's not that the APS isn't firing, it's that it literally won't load onto the server; modules or APS included. But the vics still get deleted by the module when they're synced. Including a modlist of just ace-cba-APS.
PanSeba 7. juli kl. 13:36 
@Hatty you guys gotta check your mods first, everything works for me lan / dedicated

The vehicles with modules are meant to be deleted, and if you control the vehicle through zeus, you can't see the APS status

APS won't fire on AI because AI likes to turn off their engines quite a lot, try forcing the engine to be turned on
Hatty 7. juli kl. 13:14 
Hey @Drongo, my unit's ran into an issue where the mod doesn't seem to be working on our server. We can run the modpack locally and LAN just fine, and the vehicles synced to the modules in Eden still get deleted as if they're being registered. Trouble is neither the Zeus modules nor any vehicles with functioning APS appear. Any ideas?
Drongo  [ophavsmand] 7. juli kl. 13:08 
Ammo management. Some use the same ammo pool to cover the protected areas, some have an ammo pool for left and a different pool for right.
HazmatGamer 7. juli kl. 6:45 
What is the different between single and double launcher in the script?
HappyRooster007 6. juli kl. 13:31 
@Walzmine

Maybe the atgm/shell wasn't intercepted successfully but APS was triggered.
Walzmine 4. juli kl. 1:23 
When Im in an M1A2 and activate Trophy MV, the Trophy Explosions kills me as player instantly, not the atgm itself, the tank is not damaged, but me in comamnder seat are dead
PanSeba 3. juli kl. 15:46 
real, never had any problems with the mod, maybe with the ai itself, but thats just arma
Drongo  [ophavsmand] 3. juli kl. 15:11 
What bugs?
Walzmine 3. juli kl. 1:57 
can you give us one last update to fix all bugs from arma updates? now i think arma 3 will not have big updates anymore but your mod is a bit outdated since modules working have changed
HappyRooster007 16. juni kl. 7:52 
Okay. We'll see.
Drongo  [ophavsmand] 15. juni kl. 14:24 
Maybe in a future update, but I have no idea when that will be. I'm not doing much modding these days.
HappyRooster007 15. juni kl. 6:42 
@Drongo

Can you add another version/type of Iron Fist APS? There are two versions. One is already in your mod. And second can intercept APFSDS rounds. Also one ability missing in this mod. Iron Fist has the ability (soft-kill) jamming ATGMs.

Also there is modernized Arena APS - Arena-M. But there isn't much information about this APS or what are real combat capabilities.
Drongo  [ophavsmand] 12. maj kl. 5:27 
Updates will be slow or possibly never, it is best to edit the mod to suit your own tastes. DM if you need a hand with it.
The Ultramarine 11. maj kl. 21:17 
Hey Drongo could you give us an option for the smoke to trigger when the APS activates rather than have it activate as your being attacked as it obscures our vision.
HappyRooster007 16. apr. kl. 11:31 
@Drongo

I already know how to do it. Before I did it wrong. I've been doing it wrong the whole time (some functions and modules). Sorry I wrote that the mod doesn't works. The mod is working correctly.
Drongo  [ophavsmand] 14. apr. kl. 14:40 
The best way would be to make your own build and edit the lists directly. It is not too difficult, DM me if you need help.
PanSeba 14. apr. kl. 13:37 
@HappyRooster007 yeah, I have a whole block of vehicles ready to copy paste and APS gets assigned every time
HappyRooster007 14. apr. kl. 11:39 
@PanSeba

Do you mean with DAPS and APS module?
Does it work for you?
PanSeba 13. apr. kl. 5:24 
@HappyRooster007 Have you tried placing a config module and disabling all default APS systems, and then giving APS to that Merkava?
HappyRooster007 13. apr. kl. 3:30 
@Drongo

How can I change the APS type? I can't change APS type with DAPS and APS module or via script.
Slammer has APS TrophyHv but I can't change it for any type. Always has a APS TrophyHv only.
PanSeba 10. apr. kl. 10:41 
@HazmatGamer Yup, you can find the scripts in readme in mod's files
HazmatGamer 10. apr. kl. 8:50 
Is it possible to add APS via init expression in eden attribute?
PanSeba 7. apr. kl. 23:30 
@BobTheBuilder Side note – there are mods that automatically add APS to other vehicles, so technically you can download them and either use them as they are or edit the code to your liking and save it as a local mod. Other than these options, the only vehicles with APS are the vanilla default ones.
PanSeba 7. apr. kl. 23:27 
@BobTheBuilder Yeah, only for the mission with modules. An alternative would be an init.sqf with all the vehicles added there, but personally, I've just made a big composition with all the vehicles with modules attached and just copy-pasted it into other missions.
BobTheBuilder 7. apr. kl. 22:27 
@PanSeba

Would that just add APS on that mission alone? I want to add APS to the tanks in any mission. Thanks! (I'm really new at modding Arma 3)
HappyRooster007 2. apr. kl. 10:05 
Lol. That's shame. This is perfect mod for Arma.
Drongo  [ophavsmand] 1. apr. kl. 23:59 
No plans to update it at this time.
HappyRooster007 1. apr. kl. 11:56 
@Drongo

Do you plan update this mod?
PanSeba 29. mar. kl. 4:10 
@BobTheBuilder Mission modules in 3den editor
BobTheBuilder 28. mar. kl. 23:44 
@Drongo

How do I open the DAPS Options module? I am trying to add APS to modded tanks. Thanks!
HappyRooster007 24. mar. kl. 5:00 
@Drongo

I like this mod and I use it for a long time. I did some test. I signed vehicles with modules (DAPS and APS type) like I always do. And I used "Heavy 360 degree" protection APS.
And for some vehicles it doesn't working. Including vanilla vehicles for example AAF IFV Warrior (Mora). And when I checked APS status in game so I get empty APS or no APS.

For example I tried this with Blufor Mervaka IV and everything works correctly. Like function of APS or checking status.
Drongo  [ophavsmand] 23. mar. kl. 16:59 
Make sure:
-The vehicle has an APS assigned (most modded vehicles do not by default)
-The engine is on
-The projectile is fired from outside the minimum distance in a covered arc
HappyRooster007 23. mar. kl. 16:05 
@Drongo

Why this is not working for some mods? I just use your modules. For example QAV - Abrams X, AMF mod not working (no APS debug). But with vanilla vehicles I don't have a problem. Can you solve this problem?
Kuro 28. feb. kl. 19:15 
ive been testing thing and sadly the leopard and the T100s aps dont seem to be blocking anything that comes directly at them, AT launchers just seem to outright ignore the aps and not trigger it.

Merkava's works just fine.
ElPedroChico 13. feb. kl. 7:45 
Goated, awesome mod
Drongo  [ophavsmand] 12. feb. kl. 13:23 
Yes.
ElPedroChico 12. feb. kl. 6:10 
Does the AI also use the APS?
PanSeba 11. jan. kl. 10:05 
@Homework Folder SteamLibrary\steamapps\common\Arma 3\!Workshop\@Drongos Active Protection System\ReadMe Drongos APSv123.txt
Keroppi 11. jan. kl. 8:27 
@PanSeba Wheres the readme?
PanSeba 20. nov. 2024 kl. 8:25 
@Sheliz It's because it gives out the APS to all of the vehicles, so if you'll spawn another 3 of the same type, they'll have the APS

For attaching an APS to a singular instance of a vehicle, check readme for scriptcode
Sheliz 19. nov. 2024 kl. 18:41 
Does anyone know why when synchronizing the APS module to a vehicle, it disappears?
Drongo  [ophavsmand] 12. nov. 2024 kl. 13:21 
A lot of scripts looping every .1 of a second.
Tradie 12. nov. 2024 kl. 6:36 
Wdym by a “tight loop”?
Drongo  [ophavsmand] 12. nov. 2024 kl. 2:21 
Each vehicle has a tight loop running on it. Test with no mods and few vehicles, then add the mods, then add more vehicles.