Arma 3
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Advanced Ordnance
   
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Data Type: Mod
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4 May, 2018 @ 10:23am
22 Feb, 2019 @ 2:50pm
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Advanced Ordnance

In 1 collection by Aristine
InterestingMods
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Description
Aristine's Advanced Ordnance

This mod adds 3 new aircraft based weapons and adds a slight tweak to the wipeout and neophron to aid in their usage with the anti-radiation missiles.

Weapons

S.E.A.D Missiles: AGM-88E HARM, and KH-58U ARM
Both of these missiles use passive radar guidance, with a maximum lock on range of 15km and a terminal active radar guidance with a seeking range of 1km. Due to the terminal active radar guidance, you can freely fire or fire on a marked target without a lock and the missile will still have a high chance of hitting the target. These missiles feature a 450m fuze distance however, meaning they will do no damage until they've travelled at least 450m. Please note that you may be unable to cycle target with the R key on aircraft that lack a marking sensor with an appropriate range. If this is the case for your aircraft (usually such as fighters), you'll need to manually target with the T key or get closer to the target.

B61 Nuclear Bomb
The B61 is an unguided bomb that can be attached on nearly any plane bomb pylon. After dropping, the bomb takes 15 seconds to arm. Upon impact, the bomb explodes slightly bigger than a gbu-12, and causes a nuclear explosion if armed. The nuclear explosion destroys everything in a 1.5km radius, severely damages everything in a 3km radius, produces radiation in a 4.5km radius(decays over 1hr), and disrupts electronics within a 7.5km radius.

If Addon Options are used to enable the "Nukes Require Arming Code" option, then nukes will fail to arm unless the side has a ticket to spend.
Tickets can currently only be obtained via scripts. For example to add 1 ticket to the Blufor side, run
[west, 1] call ARI_fnc_updateNukeArmTickets;

Compatibility
The ordnance in the mod should work on all vanilla, CUP, RHS, and FIR AWS planes.

Zeus
I'm looking into adding fire support options for the nuke into Zeus. Until then, I recommend the Achilles mod. You can use it to set a variable on an object, and then use that variable to execute the nuke script like so.

Take a butterfly or other object, and use Achilles' set variable on object module. Set a global variable called nuke. Then use the execute code module and run the following code in global + JNI mode.
[getPos nuke] execVM "ARI_AO\scripts\nuclear\detonateNuke.sqf";
To customize this further, you can fill in the optional variables.
[getPos nuke, blastRadius, radttl, raddmg, radRadius, empttl, empRadius] execVM "ARI_AO\scripts\nuclear\detonateNuke.sqf";

You can also use some of the effects without a full nuclear blast like so.
[getPos nuke, radius, timetolive] execVM "ARI_AO\scripts\nuclear\disperseEMP.sqf";
EMP effect in given radius.
radius: your desired radius - normally 7.5km
timetolive: how long you want the effect to last - normally 150seconds (actual length is randomly between 100% and 150% of this value)

[getPos nuke, radius, timetolive, damage] execVM "ARI_AO\scripts\nuclear\disperseRadiation.sqf";
Disperse radiation in given radius
radius: Desired radius - normally 4.5km
timetolive: Desired duration of radiation (how long it takes for all radiation to disappear). normally 1800 secs
damage: Desired damage per second when at center of radiation source at starting time. normally 0.007
Note that with radiation, it is essentially a circle with given radius, which retreats over timetolive. After timetolive elapses, the radius is 0. Furthermore, the dps taken is calculated by multiplying damage by the ratio of unit's distance to the current radius.

Todo
Add custom ordnance models.
Redo B61 sfx so that they appear at longer distances.
Ensure multiplayer compatability.

Tags
SEAD
S.E.A.D
Anti-Radiation Missiles
HARM Missiles
AGM88
AGM-88
KH58
KH-58
B61
Nuke
Nuclear Bomb
Ordinance
Ordnance
EMP
Popular Discussions View All (2)
18
27 Jan, 2022 @ 8:01pm
Suggestions?
Aristine
3
31 Dec, 2020 @ 10:20am
Bugs?
Aristine
66 Comments
LeadOnTaste 21 Jan @ 3:38am 
How to use GPS guidance on cruise missile?
Oxygen 11 Mar, 2023 @ 10:56am 
is the rabbit ok?
nijielian 28 Oct, 2022 @ 7:12pm 
Just a little problem, the B61 is actually not large in size or heavy in weight, so it's pylon requirement (not sure about the technical term) should be same as GBU12, which can be armed in the F181's center interior pylon, rather than same as GBU24 or other 2000lb bombs.
HardlineZone 18 Sep, 2022 @ 12:21am 
this look so funny how rabbit blow is self up with nuke
Large Coke, Medium Fry 21 Jul, 2022 @ 10:14am 
i cant figure out how to use the B-61 bomb, I am high enough in the air that the bomb would take 15-20 seconds to arm, but doesn't explode... what am i doing wrong?
TrollanKojima 17 Jan, 2022 @ 12:26am 
Having an issue where the dust cloud for the nuke isn't lining up with the explosion itself. When detonation occurs, the dust cloud is a good 2-3km away from the explosion.
E. Hyde 26 Mar, 2021 @ 6:50am 
Quick question about the radiation effect. Is there an internal system (part of this mod) that gives CBRN equipment to the players or is it a separate mod that is required? Thanks!
Patriot 6 Mar, 2021 @ 8:24am 
PLEASE READ: I found the fix to bomb not arming, disable the mod called "Freestyle's nukes" that fixed it
Patriot 6 Mar, 2021 @ 2:55am 
Please help? B61 does not arm even when dropped from 10000m and no arming message even appears please halp
Patriot 31 Dec, 2020 @ 10:16am 
@Kazutrash same problem here and also no arming sequence message appeared