Arma 3
LAFS - Light AI Fire Support
378 Comments
Rimmy  [author] Sep 19 @ 1:30am 
@ItsJustRyan2701 Kindly direct your eyes to the "Compatibility" section. I didn't write it for fun.
Rimmy  [author] Sep 19 @ 1:29am 
@boomsoldier05 If the mod is configured in a similar way to vanilla, then yes. Certain mods are, certain mods aren't. Test it yourself, and especially try different weapons on the pylons.
Rimmy  [author] Sep 19 @ 1:28am 
3. Yes, supply is set with the variable "LAFS_var_supportAmmunition". In the upcoming update the artillery supply cap can be adjusted and the drone group supply cap is determined by the number of drone operators actually in the group itself.
Rimmy  [author] Sep 19 @ 1:28am 
@AHarmlessAvocado
1. Slight correction - the CLASSNAME of a unit synced to the Spotter Module will become the "Spotter" classname list. Any group with these Spotters in them will then become a Spotter Group. So, sync 1 Sniper to the module. It will be scanned and deleted. Then you place 3 different groups with a Sniper in them, and those groups will become Spotter Groups. And no, groups cannot both be Support and Spotter. They will preference Spotter if they have both types of classname iirc, but in general just do not combine those groups.

2. You should use different groups for all of these due to conflicting behaviours. A group simply cannot be a Spotter & Support Group. It would technically be possible to be a LAFS Group as well as a DAM Group, but that would lead to conflicts when the AI receives orders while on another mission, and the code is not made to check for this.
Rimmy  [author] Sep 19 @ 1:23am 
@Sneep Snorp It should but you should not give the artillery/support groups to NR6. Instead, give only the Spotter groups, that way NR6 orders the spotters towards the enemy while the Support groups respond when called in.

@Shizzak FPVs take off and have a check to see if the sky above them is clear, they rapidly ascend and then move towards the target. I wouldn't recommend garrisoning the groups in buildings but rather behind them. I've not experienced this behaviour, if you can post a video in the discord that would help
Rimmy  [author] Sep 19 @ 1:21am 
@GuitarJones18 The number of rounds fired is decided by both randomness and the size of the target. So a target with loads of infantry and tanks present will get hammered, while a squad sized target might only get a few rounds.

@UnconvictedFelon I actually have another mod for that called DAM, Dynamic AI Minefields. It works with IEDs. It is a bit older and unwieldy though as it is simply hard for the AI to decide when to do these things given the rapid pace of ArmA operations. I am considering including missions from DAM into LAFS but I would want to rework the system heavily first.
Rimmy  [author] Sep 19 @ 1:19am 
@Derp Thank you thank you, that was the intent!

@Shizzak No, that is not yet implemented. I am adding it for the next patch as well as an air start option. It already exists but is just in testing.
ItsJustRyan2701 Sep 18 @ 12:11pm 
Do i really need the FPV mod? I just want to have AI call in artillery :/
0-0 Sep 7 @ 7:44pm 
im pretty sure. just as long as a mod gets rid of fire support it should work, all this mod does is allows and makes the ai use Fire support like MLRS, SPG, Drones, CAS, and more. it should also beable to work with other mods that add in more fire support vehicles, aircraft
boomsoldier05 Aug 20 @ 7:09pm 
can this mod run with other mods like warhammer 40k and star wars?
Shizzak Aug 7 @ 7:09pm 
I've noticed recently FPVs are spawning way to close to the ground and exploding 50% of the time. Is there a way they can spawn much higher in the air. For example a group is in a building and it needs to spawn at least 20m above the building
A Harmless Avacado Aug 5 @ 2:18pm 
Quick questions!

1. Your wiki states that units (synced to the Spotter module) become "spotter groups and it lightly disables parts of lambs". So I'm assuming, a group can't be both a spotter and say a "drone controller"?

2. I'm also using your AI Mine mod, can (lol) a group be a spotter group, drone controller, and AI mine layer group?

3. Can I override the 5 supply max?
Sneep Snorp Jul 29 @ 1:50am 
Does this work alongside NR6
unconvicted felon Jul 5 @ 1:19pm 
I know its slightly unrelated to this mod but couldnt this be used to great effect as a framework to have the enemy ai plant IEDs as well?
GuitarJones18 Jun 16 @ 12:56pm 
Also, is there any way to set how many shells the artillery guns fire per mission?
GuitarJones18 Jun 16 @ 12:47pm 
PSA for Spearhead 1944 users: If you're having trouble getting this to work with the artillery guns in the DLC, I think I might have found one possible troubleshooting method: traditional, vehicle-towed howitzers in Arma kinda suck, in that they tend to flop all over the place quite easily. Half the time they were aiming their barrels in the air when receiving fire missions, but not firing. I believe for the best results, you need to place them on as flat a surface as possible. This means for mountainous maps, you're going to want to place your guns on top of prop platforms to get them to actually fire. It's not foolproof by any means. I am still noticing some of the guns not firing or still doing some janky stuff, but it's better than them not working at all. Hopefully it works decently enough to have a good experience, though. After all, what would a World War Two battlefield be without some good ol' brass rain falling about?
[KC] Terrasidio Jun 6 @ 3:15am 
oooooooh cant wait to play it!!
ans_Finanzamt✠ Jun 5 @ 2:11pm 
i need a bit of help the mod doesnt work the artillery, planes, tanks and choppers doesnt react to the spotters contact. Even in the Demo mission it didnt work.
Shizzak Jun 3 @ 7:03pm 
I am using a map that doesn't have an airstrip can the airbase spawn aircraft in the air without having me to use an airstrip?
Derp May 11 @ 6:16am 
Very cool mod! One of the saddest things about ARMA is that a lot of the campaigns (except CWA and AA's), singleplayer and multiplayer missions always revolve around the player. Giving the AI the ability to spot & call fires, on its own, (relatively) intelligently, goes a long way in helping the game convey a lot more scale of the player being "another brick in the wall".
Rimmy  [author] May 9 @ 11:33pm 
@GRIM LAFS in no way affects the behaviour of your artillery like that and especially of player artillery. What you're describing sounds like ACE Artillery server settings.

For players, the only thing LAFS does is place an eventhandler on you so that when you get into a vehicle, it checks if it is an artillery piece and if so, places an event handler when you fire. That firing event handler checks for any nearby enemies and if the enemy actually has counterbattery capabilities. If so, it will record your artillery firing location into the counterbattery memory, potentially resulting in a counterbattery strike.

So no, LAFS is not the problem there.
GRIM May 9 @ 12:38pm 
hey rimmy just letting you know, my unit uses LAFS and we love it, one issue is that i run our artillery detachment and when LAFS is enabled the range on player used Artillery/mortars is reduced greatly, IE. the 60mm mortar no longer fires its max effective range and rounds land 100-150m short, whereas AI artillery is able to still use full range, is that a server setting that got fucked or a possible bug with the mod
Rimmy  [author] Apr 19 @ 5:51pm 
@Dillion For the Mortar, check your ACE settings. You likely have ammunition handling turned on, which removes any ammunition in an AI mortar making them unable to fire the Mk6 Mortar.

As for the uniform, that sounds like a USP problem. Either that they apply a heavy camouflage to your unit like a ghillie which reduces the knowsAbout or that acts like a Side setter. Either way, not something that my mod even checks for, so it would be a USP issue - except I believe that's less likely than it being a classname problem with the units that you are placing. Some units in modded ArmA are weird when placed, and will have scripts run on them by the mod that added them into the game. It is more likely to be something like that.
Dillon Apr 19 @ 12:09pm 
Update: After updating ACE to 3.19.3 the MK6 Mortar is also no longer working with LAFS for me
Dillon Apr 19 @ 11:29am 
@Rimmy I found an issue where if any units are using uniform's from the USP (UnderSiege Productions) mod the opposing side will not use fire support on them. I've tested this where I've used regular nato uniforms, rhs uniforms and the opposing side will in fact use arty on me. As soon as I use any USP uniforms they will not.
Rimmy  [author] Apr 11 @ 8:37pm 
@Pat In the latest version there will a manual weight modifier to allow mission makers to completely disable certain missions, but for now if you want to remove smoke as an option just remove the smoke rounds from the artillery piece.
Pat Apr 11 @ 2:45am 
Awesome mod! Just one thing that popped up last night: Is there any way to turn off smoke for artillery?
Rimmy  [author] Mar 23 @ 5:37pm 
Could do, the demo mission has that already, you could just form your own comps out of them, but I might do a comp list at some point
Commander Kibbins Mar 22 @ 4:21pm 
Could also do a composition that has the setup already done kind of like the NR6 stuff on the workshop.
Rimmy  [author] Mar 10 @ 5:35am 
Additional info for the variable dump below, I forgot to include how the classnames are stored. It is;
[(typeOf _x), _unitVariables]

_unitVariables can be nil for most classes, but they must still be stored in this form. The only classes that care about variables are Drones and Tank QRF.

[B_Man_UAV_Operator, [Grenade Dropper, Mortar Dropper, AP FPV, AT FPV]]

[B_Tank, [Anti-Infantry, Anti-Vehicle]]

So for example, a tank that only targets other vehicles would be:

[B_Tank_Destroyer, [false, true]]
Rimmy  [author] Mar 10 @ 5:32am 
@Timoruz The quick start is the demo mission. It has comments absolutely everywhere that explains how the modules work, and the demo mission's set up already functions so it can be easily copy and pasted into a mission to use it.

I have no plans for further DCO support as I'd have to figure out how it defines and uses squads, and I just personally do not play with the mod. The exception rule was easy to include and improved compatibility massively, so that was easy to add in. I've also had contact from DCO's dev who helped me with that.
Timoruz Mar 10 @ 5:25am 
Any chance you could add a "quick start" section to the wiki?
Timoruz Mar 10 @ 5:23am 
DCO has a squad type named "recon". If you wanted to add more DCO support, allowing recon squads to spot for artillery would be a nice feature.
Rimmy  [author] Mar 10 @ 3:47am 
The question below was answered on Discord, but for Steam users here's the answer:

Replace SIDE with the side of the LAFS module.

LAFS_var_spotterClasses_SIDE < Spotter (Man)
LAFS_var_droneClasses_SIDE < Drone Operator (Man)
LAFS_var_planeClasses_SIDE < Fixed Wing (Loadout Determines Role)
LAFS_var_attackHeliClasses_SIDE < Helicopters
LAFS_var_tankHunterClasses_SIDE < Tank Hunters (Man)
LAFS_var_sniperClasses_SIDE < Sniper (Man)
LAFS_var_tankQRFClasses_SIDE < Tank (Land Vehicle)
LAFS_var_mobileAAClasses_SIDE < Mobile AA (Land Vehicle)
LAFS_var_supplyTruckClasses_SIDE < Supply Vehicles (Land Vehicle)
LAFS_var_supplyMenClasses__SIDE < Supply Crewmen (Man)

LAFS_var_MobileArtillery < Group Variable
LAFS_var_droneGroupVariables < Group Variable for Drone Types - Grenade Dropper, Mortar Dropper, AP FPV, AT FPV. Example: [true, true, false, true]

Artillery is automatically detected. For something to be considered 'Artillery' it must have an Artillery Computer.
[|87 Mar 9 @ 11:31am 
Is there any way that the definitions for Spotters / Support can be done through code, rather than modules?

I have a mission where the OPFOR faction is set in the parameters and units are spawned dynamically. At the moment, the factions work perfectly but obviously with the use of modules the Spotters themselves are hardcoded.

I'd like to know if there is a way to register a classname as a Spotter externally so that I can swap them out depending on the faction?
experian Mar 5 @ 10:12pm 
Absolutely lovely mod thanks mr rimmy! <3
Rimmy  [author] Feb 28 @ 12:34am 
@Sgt.Johnson maybe you can try to provide some more information about your set up instead of swearing.

Download the demo mission. You can see there will be drone operator groups and spotter groups already set up. Delete the other support groups if you don't want them. Those will function. If you want FPVs to work instead of just Droppers, you need Crocus FPV enabled.
Sgt.Johnson Feb 27 @ 8:48pm 
why the fuck does the ai not send out drones. what else does it possibly need more than a spotter
RZGOD Feb 26 @ 2:48pm 
Hey! Is there Any chance to integrate this mod into antistasi?
Death Incarnate Feb 20 @ 6:13pm 
After a few months using it now, I can confirm, both works with VCOM, LAMBS, both dev and regular, as you already knew. I also saw it work just fine with 40 players, and even tried once with 70 players, and it still functioned without lag, though we did have a headless client for the 70 player one. I have been using it to help simulate the call in system from Metal Gear Solid V: The Phantom Pain, and it has worked wonders. I can simply place a few units at mission start, or tied to a trigger to spawn, then let them get automatically called in when the group is noticed by OPFOR or BLUFOR as they are INDEP. I am simulating the Angolan Civil War, so they find themselves in the middle of a battle between UNITA (BLUFOR) and the MPLA (OPFOR), with a mix of Western and Easten Bloc equipment. This made it easier for me to actually focus on interacting with the players as Zeus, or putting more emphasis onto known locations for intel, triggers, sounds, etc.
You Will (Not) Peebs Feb 11 @ 2:56am 
I wish Arma had ai this smart in vanilla haha
Rimmy  [author] Feb 3 @ 6:17pm 
@Coltrigun Thank you mate, that means a lot! I'm glad the mod works for you!
Coltrigun Feb 3 @ 12:48pm 
You made my biggest dreams come true ! Amazing mod !
Rimmy  [author] Feb 1 @ 1:47pm 
@Oxide Read the compatibility section, yes.
John Helldiver Feb 1 @ 10:43am 
will this work without the FPV mod?
willins Jan 30 @ 8:04pm 
thank you very much and also for documenting your mod so well.
Rimmy  [author] Jan 30 @ 6:58pm 
@Willins as for the locations, they are only needed for Mobile Artillery. If you are not using the Mobile Artillery system, then you can just ignore them
Rimmy  [author] Jan 30 @ 6:57pm 
@Willins You can learn more in the discord thread where people have discussed this, but in general my advice for NR6 HAL is: leave the Support Groups out of HAL. Let HAL control the Spotter Groups. This way, HAL will move Spotters, who then automatically call in fire missions from the waiting Support Groups.
willins Jan 30 @ 6:21pm 
the reason i ask is because im basicly replacing nr6 HALs ability to call fire missions and such For a sorta persistent CTI like game and giving it over to LAFS while HAL controls the troops mainly; witch is how I would like it to work, but i just need to know if i should give control of these units to hal and let the commander spawn them and LAFS have them do fire missions or if i should just give laugh a few arty systems and place a buch of positions?
willins Jan 30 @ 6:17pm 
also are they even really needed? do they do this on their own and that option is just for predefined locations?