Arma 3
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LAFS - Light AI Fire Support
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
400.059 KB
Sep 3, 2024 @ 12:00am
Jan 2 @ 1:37am
16 Change Notes ( view )

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LAFS - Light AI Fire Support

Description
Light AI Fire Support is intended for giving the AI dynamic access to many weapons of war they previously couldn't use to increase their threat, provide a more enjoyable combat experience for players and to provide a fair system of fire support that avoids the pitfalls of manually triggering it. The Light refers to the load on the server, with this mod intended for use by bigger operations and units.

Video explaining LAFS

LAFS Wiki, with detailed information on how the mod works[docs.google.com]
LAFS Demo Mission[drive.google.com]
^^^ Super Important! The Demo Mission is the easiest way to avoid incorrectly setting the system up, simply copy the functional system in the Demo Mission.

LAFS CORE FEATURES:
Spotter System:
Spotter groups have to personally spot the enemy forces before being allowed to call in fire support on their targets.

Artillery:
Artillery will be automatically detected and can perform both HE and Smoke fire missions. Rockets, mortars and howizters all behave differently, with different firing rates, scatter and so on, with Rockets uniquely skipping the 'spotting round' that the other two use for their HE missions. Artillery can also be mobile and will automatically perform Shoot & Scoot missions.

Airstrikes:
Both Helicopters and Planes can be used and have a variety of missions each. Guns, rockets, bombs and cluster bombs all function, along with general CAS and targeted CAP missions. Aircraft can be created, stored and resupplied from Air Bases.

FPV & Dropper Drones:
Utilizing Crocus FPV for the FPV models, Drone groups can deploy either dropper drones that drop grenades and mortar shells or they can use FPV drones which come in AP and AT variants. These can be deployed in a swarm too if the target is big enough.

EDIT: For those who seem to think this is possible, NO, I cannot separate the drone system from LAFS, it cannot function without LAFS. It is not some magical extra AI I've bundled into the system, it IS the system. If you just want to use the drones, then only place those groups. That's all you have to do.

Counter Battery:
Both the AI and the players can be targeted with Counter Battery fire. To simplify: different artillery pieces have different ranges that they'll be heard/spotted at. As long as enemy units are nearby to hear, then the knowledge of artillery at that location will grow. This will also place a marker on the map for players, getting more and more accurate as knowledge increases. This allows players to perform counter battery, but the AI will also decide to target these positions once enough knowledge is gained.

Supply System:
Several supports consume supply when they perform a fire mission, like Artillery, Drones and Aircraft. When supply runs low, a Supply Truck from a Supply Base will be called to refill the supply of the Support group.

And much more!:
Check the Wiki for more details on these other fire missions (Workshop has a word limit).

Credit:
This mod utilises a script for locating the nearest Airport from gc8 & a heavily modified launcher firing script originally from _Tally. Both are credited with links to the original source in the code.

Compatibility:
This mod is designed to be compatible with LAMBS by disabling LAMBS features on specific groups LAFS is using. Just don't use LAMBS artillery system at the same time. It can also function without Crocus FPV if you don't want to use FPVs. Other AI mods like VCOM and DCO are not planned for and may conflict. I've also added rough compatability with DCO (it simply disables any group that LAFS will use). I cannot guarantee smooth functioning with DCO as I do not personally use it.

The mod is covered under an APL-ND licence, with the following message: Please contact Rimmy if you'd like to make alterations to these scripts or release derivatives. If the mod is missing a feature you require, please contact rimmydownunder on discord ( discord.gg/rimmy ) and assuming the feature is possible I will attempt to merge it into LAFS. I'd like to avoid derivative versions in favour of making the core version feature more choice in how it operates.
Popular Discussions View All (2)
0
Jun 13 @ 2:01pm
FPV operators exploding themselves
zldalla
0
Apr 3 @ 4:24pm
Tell Rimmy there's a problem with my AI
✙Mãŋđăŗīʼn✙
364 Comments
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