Arma 3
FIRE FOR EFFECT: God of War
121 Comments
Komodo Jun 6, 2024 @ 5:30am 
is this the updated one or the one in the BI forum?
ty
вагина оверсайз Apr 4, 2024 @ 3:53pm 
Is this work in Zeus?
Capt. Mandrake May 17, 2022 @ 10:28pm 
Tried sqf and mod with no effect
King of Scipii Dec 9, 2020 @ 10:35pm 
So to get the sochor to work we need to download from the BI forums?
ThatSameGuy Dec 2, 2020 @ 4:04am 
ok got it. its working now
ThatSameGuy Dec 2, 2020 @ 3:39am 
i already subscribed put some artillery and module after i start i dont know whats next to do
Craven.Raven Nov 7, 2020 @ 8:23pm 
I dont think this mod works with the newest updates
finbar May 20, 2020 @ 2:52pm 
where is this in ZUES?
finbar May 15, 2020 @ 8:03am 
Im not having other show up in my modules either, i got no clue now.
Rydygier  [author] May 15, 2020 @ 6:48am 
No other mods required. If you play with FFE mod, here's how it looks in EDEN:

https://i.postimg.cc/vH5gY3Ts/ffe-module.jpg

Just put that module anywhere on the map, have some well placed arty (in range etc.), target and forward observer at safe distance. There's also scripted version, without any module/mod.
finbar May 15, 2020 @ 6:16am 
I may have done something wrong here but i cant find the FFE module anywhere in game, am i missing another mod i have to install?
Rydygier  [author] May 11, 2020 @ 11:24pm 
I'm not MP/dedi specialist, but AFAIK this should work fine on dedi, just run whole thing from there. In general FFE is meant to be run server side only anyway.
j.nemodoe May 11, 2020 @ 8:51pm 
is there any way to use this on a dedicated server?
Atreus Mar 10, 2020 @ 4:48am 
legend thank you! Will take a gander now.
Rydygier  [author] Mar 10, 2020 @ 4:47am 
I think, I found the problem. Not sure, if that was the case earlier, but it seems, inRangeOfArtillery takes magazine class in case-sensitive way, which means, these classes need to be written exactly, as in the config, not all-lowercase. Arty class itself however must be all lower-case.

So your problems was:

1. Using weapon class instead of arty vehicle class;
2. Arty class was NOT all lower-case, while should be;
2. Using all lower-case magazine classes.

Here's working example with three different arty pieces (used some older config with more IF stuff included, with some luck all of them should be still valid too):

https://www.dropbox.com/s/14560zpgn4d95lu/IF_FFE_test2.Staszow.zip?dl=0
Rydygier  [author] Mar 10, 2020 @ 4:46am 
and the setup itself:

RydFFE_Add_Other =
[
[["lib_bm37"],["LIB_8Rnd_82mmHE_BM37","LIB_8Rnd_82mmHE_BM37","LIB_8Rnd_82mmHE_BM37","",""]],
[["lib_grwr34","lib_grwr34_g"],["LIB_8Rnd_81mmHE_GRWR34","LIB_8Rnd_81mmHE_GRWR34","LIB_8Rnd_81mmHE_GRWR34","",""]],
[["lib_lefh18"],["LIB_20x_Shell_105L28_Gr39HlC_HE","LIB_20x_Shell_105L28_Gr38_HE","",""]],
[["lib_flak_36_arty"],["LIB_45x_SprGr_KwK36_HE","LIB_45x_SprGr_KwK36_HE","",""]],
[["lib_nebelwerfer41","lib_nebelwerfer41_camo","lib_nebelwerfer41_gelbbraun"],["LIB_6Rnd_NbW41","LIB_6Rnd_NbW41","",""]],
[["lib_us6_bm13","lib_us6_bm13_dlv"],["LIB_16Rnd_BM13","LIB_16Rnd_BM13","",""]],
[["lib_m2_60"],["LIB_8Rnd_60mmHE_M2","LIB_8Rnd_60mmHE_M2","",""]]
];
Atreus Mar 10, 2020 @ 4:06am 
Interested to see the results
Rydygier  [author] Mar 10, 2020 @ 4:00am 
OK, I see another issue apart from proper arty class. I tried both this:

RydFFE_Add_Other =
[
[
["lib_lefh18"],
["lib_20x_shell_105l28_gr38_he","lib_20x_shell_105l28_gr39hlc_he","lib_20x_shell_105l28_gr39hlc_he","lib_20x_shell_105l28_gr39hlc_he","lib_20x_shell_105l28_gr39hlc_he"]
]
];

and this:

RydFFE_Add_Other =
[
[
["lib_lefh18"],
["lib_shell_105l28_gr38_he","lib_shell_105l28_gr39hlc_he","lib_shell_105l28_gr39hlc_he","lib_shell_105l28_gr39hlc_he","lib_shell_105l28_gr39hlc_he"]
]
];

And was changing the gun position. Gun was properly included, so config is good, but apparently there's no magazine, for which used code:

_pos inRangeOfArtillery [[_vh],_ammo];

would return true. For the A3's arty engine target is always "out of range", therefore gun will not fire. Looks like some sort of incompatibility between this arty and A3's arty engine (which sometimes has similar issues even with vanilla guns BTW). Will try other arty now...
Atreus Mar 10, 2020 @ 3:40am 
If you could mate that would be brilliant.
Rydygier  [author] Mar 10, 2020 @ 3:29am 
One thing, I noticed in your IF config, you're not using vehicle class, but it's weapon class, which is wrong. Should be "lib_lefh18", I believe. You have lib_lefh18_l28 instead, which seems to be main turret weapon of lib_lefh18? I don't have RHS, but I do have IF, so I can at least try to test and maybe prepare working example for you (or confirm, there's an issue).
Atreus Mar 10, 2020 @ 2:38am 
I will keep pluggin away then, thanks mate.
Rydygier  [author] Mar 10, 2020 @ 2:24am 
I've no data to help you more, sorry. The only thing, I could do, is to debug simple repro mission myself. And there's no certainty, it will work. Nothing is sure with custom arty.
Atreus Mar 10, 2020 @ 2:12am 
Hey mate, still no luck on custom units. I must be doing something wrong or the ammo classnames simply don't work.
Atreus Mar 7, 2020 @ 3:13am 
hmm ok, will take another crack but got a feeling its the unit if thats the case. I tried it with the m119 or whatever from RHS also and it didnt work.
Rydygier  [author] Mar 7, 2020 @ 1:37am 
Init.sqf is the correct place. Best of them all IMO. :) Before you execVM the FFE.sqf, which should be the last line of all concerning FFE.
Atreus Mar 7, 2020 @ 1:23am 
will fix that but is the Init.sqf the correct place to put that information? Or is it suppose to be added elsewhere?
Rydygier  [author] Mar 7, 2020 @ 12:32am 
Well, I see one problem. arty classes need to be lower case only. You have:

"lib_lefh18_L28"

should be:

"lib_lefh18_l28"

Other than this, all looks fine, as long classes are valid (actual magazines, no typos etc...).
Atreus Mar 6, 2020 @ 6:45pm 
Me again Rydygier. Being dumb again. Trying to use the IFA Lef18 as a custom unit.
Not 100% clear as to where to put the classname and ammo classnames.

RydFFE_Add_Other = [[["lib_lefh18_L28"],["lib_shell_105l28_gr38_he","lib_shell_105l2L28_gr39hlc_he","lib_20x_shell_105l28_gr39hlc_he","lib_20x_shell_105l28_gr38_he","lib_20x_shell_105l28_gr38_he"]]];

I have put that in the init.sqf and it goes ahead with the script fine but theres no projectile and it doesnt fire. Have also tried adding it to if (isNil "RydFFE_Add_Other") then {RydFFE_Add_Other = []}; but not sure if thats the correct spot either.
Rydygier  [author] Mar 6, 2020 @ 6:00am 
FFE updated to 1.17:

- fixed: Monogamy mode was enforced no matter, how the setting was set.

Note: still unable to update Workshop entry due to "error code 2" - "generic failure". Nihil novi. Updated is Dropbox package in the BI Forums thread, link in the description above, first post, here direct link:

https://www.dropbox.com/s/wrnxfaa44fenqyx/FFE%201.17.zip?dl=0
Atreus Mar 6, 2020 @ 5:41am 
Ahh ok bugger, that's a shame. Thank you for the help though.
Rydygier  [author] Mar 6, 2020 @ 5:40am 
You can only manipulate accuracy of whole volley central spot with:

RydFFE_Acc = number, 2 by default;
Rydygier  [author] Mar 6, 2020 @ 5:38am 
This coded line:

//if (isNil ("RydFFE_Disp")) then {RydFFE_Disp = 0.4};

is inactive. It's legacy from Arma 2 times. In Arma 3 artillery engine has hardcoded dispersion, that can't be changed in the script AFAIK. So this would do nothing anyway.
Atreus Mar 6, 2020 @ 5:36am 
Sorry for pestering you also, but does if (isNil ("RydFFE_Disp")) then {RydFFE_Disp = 0.4}; mean dispersion of rounds? If so is it implemented? I've tested it also and haven't really noticed the rounds spreading.
Atreus Mar 6, 2020 @ 5:29am 
Well you're welcome haha but thank you for the fix I will test it now! I am using the script version thats correct. Will take a look and let you know if I have further issues. Thanks!
Rydygier  [author] Mar 6, 2020 @ 5:28am 
Thanks. :) Well, apparently you found script design error, that was unnoticed by me and all other FFE users through several years. Em. Congrats?

A fix seem trivial. Here's demo with script version - 2 Scorchers, both should fire at the target.

https://www.dropbox.com/s/4z9q4nnnmyga7un/FFE_Demo.Stratis.zip?dl=0

You can use included there code if you're using script version. I'll try update FFE itself, although I may be still unable to update this workshop mod version entry (it's outdated already), I'll leave a comment, how it went, when done.

Just in case, a workarounf for previous version would be placing additional groups (can be one man "groups") near main target, as additional targets.
Atreus Mar 6, 2020 @ 4:13am 
Hey Rydygier, brilliant script FYI.

I am having one problem which is most likely something very simple and its looking right at me. I am trying to have it so multiple batteries fire onto targets. Ive set Monogamy to false but still only one motar fires at me. Am I missing something?
dybra18 Feb 6, 2020 @ 7:02am 
Ok, thanks, and yep, my bad...all perfectly working now
Rydygier  [author] Feb 6, 2020 @ 6:41am 
Hi. In the Bi Forums' thread linked above, you may find such link:

FFE 1.16 (Dropbox)

Package linked there contains simple demo mission, so I should be able to check, if demo works, and if so - to compare, what differs that demo and yours setup. Demo works with script version of FFE (included inside it), so play without the mod. As for mod setup, the difference is, you need to place FFFe module anywhere on the map (no any syncing required) to make FFE mod run (instead of SQF files run from init.sqf).
dybra18 Feb 6, 2020 @ 6:10am 
BTW cannot find the demo mission on BIS forum either...
dybra18 Feb 6, 2020 @ 6:06am 
Hi there. Ok I read the manual, and for me this mod isn't working at all. I have even test it without any other mod. I placed 1 Nato spotter and 1 Nato JTAC on top of the hill near Stratis Airbase, with 2 mortars right behind them, and I put a ton of CSAT infatry and Mechanized infantry on the strip of the base. I then watch all of it via Zeus. Both spotter and JTAC went done starting calling enemy assets, so they "saw" them but no mortar fire. I tried even with heavy artillery and using CSAT as observer/artillery and Nato as targets...no joy...what am I doing wrong?
=_X_=™© Jan 12, 2020 @ 10:28am 
Thank you very much !
Rydygier  [author] Jan 12, 2020 @ 10:27am 
There is also variable to customize fire accuracy BTW.
Rydygier  [author] Jan 12, 2020 @ 10:26am 
Reasons may be various, but just in case there's a way to customize "safe fire distance". Look for RydFFE_Safe variable in the manual. The bigger value, theorertically the less friendly fire should occur, but also AI will have bigger difficulty to find targets, that aren't "too close" to allied forces.
=_X_=™© Jan 12, 2020 @ 8:44am 
anyone else get remarkable amounts of Friendly fire with this mod ?
pjv Nov 13, 2019 @ 4:58am 
Does it work with mortars, and does it work with OPFOR AI to shell the (BLU)Player side?
Rydygier  [author] Sep 21, 2019 @ 12:14am 
Hello. Thanks for asking. Feel free to upload amended mod with your mission, if you wish, no problem. :)
Twiznak Sep 20, 2019 @ 1:35pm 
Hello. Thank you for this. I LOVE this mod. So much so, I built a mission set around it https://steamcommunity.com/sharedfiles/filedetails/?id=1867455399
May I please have permission to upload an amended version of this mod for special use with my missions? I added mission relevant classnames and Jets, as spotters and providers.
HalfdeadKiller Sep 15, 2019 @ 5:05pm 
Looks like it does work after some debugging and adding the arrays to the debug menu. sometimes just takes forever for the artillery to line up.
HalfdeadKiller Sep 14, 2019 @ 9:40pm 
I didn't see any real functionality with zeus. not sure if it works.
(UvG) ARCH Aug 4, 2019 @ 11:09pm 
Any possibility for CBA options in the future? Noticed the older version of VCOM AI did use CBA with Fire for effect for in game changes.