Arma 3
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Drongos Active Protection System
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Data Type: Mod
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Jul 21, 2018 @ 6:22pm
Feb 1, 2024 @ 12:31pm
31 Change Notes ( view )

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Drongos Active Protection System

Description
Discord for my mods[discord.gg]
My Artillery/Cruise Missile/Loitering Munition mod
My Air Support mod


DAPS expansion by HBAOplus with support for more mods

KEYS:
ALT-A: APS menu (can be changed under CBA settings)

DAPS is an SP/MP mod for Arma 3 that adds Active Protection Systems (APS) to vehicles. These systems allow vehicles to intercept incoming rockets, missiles and shells. When the APS triggers, players crewing the vehicle will get a direction indicator warning. The APS will also deploy smoke if the vehicle has smoke launchers and turn the turret to face the direction the shot came from. The systems have a minimum engagement range (30 meters for most systems). APS effectiveness is limited by vertical angle (45 degrees by default).

DAPS also includes DIRCM missile defence systems for aircraft.

By default, vanilla Arma 3 MRAPs, IFVs and MBTs, some RHS vehicles and some CUP and MEC vehicles are protected. Vehicles from mods can easily be added by mission editors (see below).

When vehicles rearm at ammo trucks etc, they will automatically rearm their APS.

The player can get a brief report on their type of APS and remaining charges by hitting their DAPS key ("Delete" by default). Also, this key will attempt to rearm the APS on the player vehicles if a supply unit is nearby.

DAPS includes 15 types of APS:
Light: Protection from rockets (2 charges). 20 meter MMD (Minimum Defeat Distance).
Medium: Protection from rockets and missiles (4 charges). 20 meter MMD.
Heavy: Protection from rockets, missiles and tank shells (6 charges). 20 meter MMD.
Trophy LV: Protection from rockets (4 charges left, 4 charges right). 30 meter MMD.
Trophy MV: Protection from rockets and missiles (3 charges left, 3 charges right). 30 meter MMD.
Trophy HV: Protection from rockets and missiles (5 charges left, 5 charges right). 30 meter MMD.
Trophy HVe: Protection from rockets, missiles and shells (5 charges left, 5 charges right). 30 meter MMD.
Dazzler: Protection from rockets and missiles that use IR or laser guidance (unlimited charges).
Arena: Protection from rockets and missiles (11 charges each side, only covers the front 300 degrees). 30 meter MMD.
Drozd: Protection from rockets and missiles (4 charges each side, only covers the front 60 degrees). 30 meter MMD.
Drozd-2: Protection from rockets and missiles (4 charges each side, only covers the front 120 degrees). 30 meter MMD.
Afganit: Protection from rockets, missiles (5 charges each side, only covers the front 120 degrees). 30 meter MMD.
AfganitE: Protection from rockets, missiles and shells (5 charges each side, only covers the front 120 degrees). 30 meter MMD.
Iron Fist: Protection from rockets and missiles (2 charges left, 2 charges right). 50 meter MMD.
AMAP-ADS: Protection from rockets and missiles and (possibly) HE shells (5 charges left, 5 charges right). 5 meter MMD.

The light, medium and heavy APS are not specifically based on any real-world system, but are intended as generalizations of various systems in use or development. They provide 360 degree protection.

Vanilla NATO and AAF MRAPs use Trophy LV.
Vanilla NATO and AAF IFVs use Trophy MV.
NATO MBTs use Trophy HV.
AAF MBTs use AMAP-ADS.
Vanilla MRAPs use Light.
Vanilla CSAT IFVs use Medium.
The T-100 uses Drozd-2.
The T-140 uses AfganitE.
Some RHS M1 MBT variants use Trophy HV.
Some RHS M2 IFV variants use Trophy MV.
CUP and MEC T-90s use dazzler.
MEC T-72s use dazzler.

Arena, Drozd, Drozd-2 and Afganit/AfganitE can not engage top-attack missiles (basically missiles that are 2 or more meters higher than the vehicle).

AfganitE and TrophyHVe are capable of stopping tank rounds.

AMAP-ADS is capable of stopping HE tank rounds.

The dazzler does not destroy incoming projectiles, but rather causes those that use IR or laser guidance to veer away and (hopefully) miss the vehicle. Dazzlers have unlimited charges.

Outgoing fire and low-caliber weapons should not trigger the APS. Be warned that firing RPGs while standing next to a friendly vehicle with APS may trigger the friendly APS.

The mod includes modules for disabling all APS types and a module for setting any APS on any vehicle type.

There are also DIRCM systems for many aircraft. NATO and AAF use the Nemesis system, CSAT uses Vitebsk. Nemesis can jam IR guided missiles, Vitebsk can jam IR and laser guided missiles. If the vehicle with the DIRCM takes over 30% damage, the system will be considered damaged and cease functioning.

License:
See readme.

If you need an exception, please contact me.

CREDITS
Drongo: Concept and coding.
Chops: Testing and input.
James: Testing, some graphics and video.
Larrow: Original blast effect script.
Damian: Info about IRL APS.
Gravekeeper: Detailed bug-fix advice.
crusaderyn: Input about MDD.
VedKay: Warning indicator

A huge thanks to my Patrons and supporters

1.23
Fixed: Bug with assigning AMAP-ADS by module
Popular Discussions View All (10)
16
Dec 16, 2023 @ 6:56pm
More classnames incoming
HBAOplus
6
Apr 9, 2020 @ 7:55pm
Issues with CfgRemoteExec?
NutzMcKracken
2
Jun 24, 2019 @ 4:35pm
Major Request: Individual BIKEY's per addon
NutzMcKracken
676 Comments
HappyRooster007 Nov 1 @ 4:53am 
@Drongo

Can I disable the automatic launching smoke grenades on vehicles when APS is activated?
Can this only be done using this script? And what needs to be changed in the script? The value from 1 to 0 and true to false?
Does this also apply here that it can only be used for one vehicle?

_vehicle setVariable["dapsCanSmoke",1,TRUE];
HappyRooster007 Nov 1 @ 4:47am 
@煤球灯

I recommend playing the campaign without mods. There are very few mods that are compatible with the campaign. Most of them are mods that only reskin units etc.
煤球灯 Oct 16 @ 8:34am 
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 Sep 18 @ 3:36pm 
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  [author] Jul 27 @ 3:16pm 
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 Jul 27 @ 9:43am 
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  [author] Jul 8 @ 5:29am 
How have you tested it? Maybe try some player-only testing a different ranges angles and systems.
Hatty Jul 7 @ 6:30pm 
@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 Jul 7 @ 1:36pm 
@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 Jul 7 @ 1:14pm 
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?