Arma 3
Drongos AI Fire Support
284 Comments
Paulie Gualtieri Jul 3 @ 12:17pm 
It says DAFS groups []
Paulie Gualtieri Jul 3 @ 12:17pm 
I set it as told and nothing happens I tried to sync it with the player for artillery and for the player of the infantry team and nothing happens
Paulie Gualtieri Jul 3 @ 10:33am 
How to set this?
Drongo  [author] Jun 23 @ 1:00pm 
Those modules aren't from this mod.
Charlie Jun 23 @ 9:41am 
after testing, it seems like we do not need support provider and support unit module any more.
Charlie Jun 23 @ 7:35am 
Ai dose not fire much,, fire module and request fire module all set up. DAFS module is not syncronized . even when I see the request, but still not much firing. DAFS is set to have little delay. Is this causing by the recent update?
Sanchez_shmeat May 4 @ 9:01am 
I dont know what to do
Sanchez_shmeat May 4 @ 9:01am 
IT keeps saying (dafs targets:0)
Drongo  [author] May 3 @ 4:14pm 
You don't need to sync anything. Any group on the side that has knowledge will call support.
Sanchez_shmeat May 3 @ 3:38pm 
How would i sync the module with infantry? Would you need to sync it with radio operator and the motar support?
bushcrab Apr 2 @ 6:36pm 
question would this work with AI or just the players as well
Soviet Onion Feb 26 @ 3:28pm 
oooh nvm i am a bozo
Soviet Onion Feb 26 @ 3:25pm 
Where? ive looked through the addon options and i havent seen any category for any of your mods in the addon settings
Drongo  [author] Feb 26 @ 5:48am 
Turn off debug.
Soviet Onion Feb 26 @ 4:35am 
is there any way to turn off those notifications on the screen when AI calls for fire support?
qWeR1111 Feb 16 @ 7:01pm 
Hello! Can I have it deployed as a Zeus module?
人菜枪马瘾又大 Dec 29, 2024 @ 6:07pm 
Why is it that after I use Drongos Air Operations, the A-164 requested by AI will not use his gun, but will use bombs
Drongo  [author] Nov 22, 2024 @ 1:33pm 
Not possible I'm afraid, the module values are universal. It's a good idea though.
SJ Iceman Nov 22, 2024 @ 10:30am 
Is there a way to have a module only affect specific support units? For example, I have mortars and SPA units, but I want them on different modules with different parameters (I.E. SPA can only be called in by higher ranked units, have different cooldown times vs mortar units which can be called in more frequently and by lower ranked units)
Drongo  [author] Nov 9, 2024 @ 2:11pm 
@Soviet Onion
That is probably DAO.

@Thompsen
It doesn't support the Mk41 unfortunately as it is not an artillery piece.
Thompsen Nov 9, 2024 @ 12:51pm 
Can i get it work to use ai the mk 41 vls launcher?
Soviet Onion Oct 4, 2024 @ 7:49pm 
yo, does this give the helicopters and planes random waypoints? if so is there a way to turn this off? They keep trying to do a 0: move order whenever i order them to attack a target in zeus. if its not this or dao then my apologies good sir
Big Eared Du Sep 13, 2024 @ 6:32am 
thank you its working now I didn't have DAO installed
Drongo  [author] Sep 13, 2024 @ 5:23am 
What do you mean? Is DAO installed?
Big Eared Du Sep 13, 2024 @ 3:32am 
planes and sometimes helicopters wont give support anymore only artillery
Nivek Sep 2, 2024 @ 5:31am 
Hey Drongo. I only use this and magRepack, getting a strange error...with lots of units running around, so I can't really tell when it's first happening. Could it have something to do with this mod? Thanks!! Using SOG dlc btw.

Error position: <exitWith{};unitReady _tube};
_rounds=_ro>
Error Undefined behavior: waitUntil returned nil. True or false expected.
8:20:20 In last 10000 miliseconds was lost another 43 these messages.
8:20:31 Error in expression <,1];
waitUntil{sleep .2;if!(alive _tube)exitWith{};unitReady _tube};
_rounds=_ro>
Error position: <exitWith{};unitReady _tube};
_rounds=_ro>
Error Undefined behavior: waitUntil returned nil. True or false expected.
8:20:31 In last 10000 miliseconds was lost another 44 these messages.
8:20:41 Error in expression <,1];
waitUntil{sleep .2;if!(alive _tube)exitWith{};unitReady _tube};
_rounds=_ro>
Error position: <exitWith{};unitReady _tube};
_rounds=_ro>
Drongo  [author] Aug 31, 2024 @ 4:18pm 
I use it with LAMBS with no issues.
Ace Aug 31, 2024 @ 11:45am 
Would this effectively be a replacement to LAMBS when it comes to calling in artillery? It certainly seems that way. I am personally most interested in the use case of aircraft. Or can this be loaded alongside LAMBS without causing issues?

My assumption is merely don't register artillery for LAMBS if I want to use this mod's features instead.
Max von Teufel Aug 28, 2024 @ 6:21pm 
Thanks, Drongo! That helps me rule one factor out! :)
Drongo  [author] Aug 28, 2024 @ 2:21am 
It's not part of this mod.
Max von Teufel Aug 27, 2024 @ 4:33pm 
I'm getting a No entry 'bin/config.bin/CfgWeapons.GEN_ROLANDSPECIAL' message after installing your mod. And I have no clue what it referes to. Is is part of your mod? Or is this something related to another mod or vanissla asset conflicting with your mod?
Drongo  [author] Aug 23, 2024 @ 11:57pm 
Decompile and comment out the line.
33695aidan Aug 23, 2024 @ 9:19pm 
Is there anyway to turn off the [DAFS Group] Message in the debug text?, I cannot see the AI call in the artillery fire in debug when there is a billion Target group messages every second.
405 Pound Barbell Aug 20, 2024 @ 4:01pm 
I love u bro scripting arty is pain
Drongo  [author] Aug 20, 2024 @ 3:43am 
Turn on debug and test with vanilla assets.
Divide By Zero Aug 19, 2024 @ 9:13pm 
I have the module placed and adjusted the settings but the AI doesn't call artillery at all when fighting
the_green_one009 Jul 29, 2024 @ 3:38pm 
smooches for drongo
the_green_one009 Jul 29, 2024 @ 3:38pm 
holy shit, that is awesome
Drongo  [author] Jul 29, 2024 @ 2:50pm 
The counterbattery is part of my arty mod and requires an artillery radar and a module to work. If the radar detects shells, it will backtrack and can order a battery to strike that position.
the_green_one009 Jul 29, 2024 @ 11:31am 
ooooh, brief explanation of counterbattery please?
Drongo  [author] Jul 29, 2024 @ 1:22am 
Small update for displacing after fire missions. The latest version of Drongo's Artillery allows AI to counterbattery if they have an artillery radar.

v0.3
Added: Option for mobile artillery to displace after a mission
Vanh Jul 21, 2024 @ 8:48am 
i have 1 cup and 1 rhs arti unit but it said "no asset available"

rhs unit aming but no shoot
Drongo  [author] Jul 14, 2024 @ 4:13pm 
@Frostedawg
Not possible.

@awakeningtakeseons
Place the module in the editor, configure the settings in the module.
(Sir. Cringdeep) PAKISTAN No1! Jul 14, 2024 @ 9:23am 
How to use this ingame???
Frostedawg Jun 11, 2024 @ 10:49pm 
would this in any way allow the ai to request support from a player flying cas?
Drongo  [author] May 5, 2024 @ 1:13am 
Test with no other mods, post reproduction steps.
天使 May 4, 2024 @ 9:09pm 
No assets available
yarienpourtoibxl Apr 25, 2024 @ 10:42am 
love this mod
calebdh2000 Nov 23, 2023 @ 9:32pm 
I placed the module down, but none of the ai units are calling in fire support.
Lance Nov 13, 2023 @ 7:56pm 
This worked once really fucking good (AI was actually implementing effective counter battery) but has not done the same since :(