Arma 3
Drongos AI Fire Support
278 Comments
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?
阿拉伯神秘背包客 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.
Raiko Frontman PAKISTAN BESST! 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 :(
yuyumi Sep 30, 2023 @ 11:57am 
I keep getting the message "No assets available" even with vanilla assets, is anyone else experiencing this issue?
Q Aug 31, 2023 @ 7:17am 
Also the Chance of an Strike should be based on knowledge of the Enemy.
Q Aug 31, 2023 @ 7:16am 
I have another Feature Request. It would be great if the Accuracy of Artillery fire would be based on the amount of knowledge AI has about the Enemy. So a knowledge of 1 would lead to less accurate artillery than knowledge of 4.
Q Aug 31, 2023 @ 6:53am 
is it possible to only let AI call Arty support that have a designator? I would like to restict the Spotters to certain units. Also I would like to have an option where you can say that only certain Force Strengths get attact...I dont want AI to fire a Battery of rocket against a single Infantry. I would like to have an option to use it only for X amount of units in range or only call artillery to attack vehicles for example.
Bugeye Jun 4, 2023 @ 2:29am 
Does this mod work automatically with Dynamic Recon Ops?
Tollonen Jun 1, 2023 @ 12:24am 
There might be a bug in the mod currently: tested on vanilla with only this mod active, After spotting the unit once, the AI keeps calling artillery (accuracy dependent on the sheaf / scatter / accuracy parameters) at my one rifleman unit that it has 0 visibility to and with a KnowsAbout value of 0. Maximum range value in the module also seems to be ignored (set to 300 - 500, was calling artillery to ranges above 1KM from caller).