Arma 3
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Drongos Active Protection System
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Data Type: Mod
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21 Jul, 2018 @ 6:22pm
1 Feb, 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
16 Dec, 2023 @ 6:56pm
More classnames incoming
HBAOplus
6
9 Apr, 2020 @ 7:55pm
Issues with CfgRemoteExec?
NutzMcKracken
2
24 Jun, 2019 @ 4:35pm
Major Request: Individual BIKEY's per addon
NutzMcKracken
670 Comments
Drongo  [author] 8 Jul @ 5:29am 
How have you tested it? Maybe try some player-only testing a different ranges angles and systems.
Hatty 7 Jul @ 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 7 Jul @ 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 7 Jul @ 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?
Drongo  [author] 7 Jul @ 1:08pm 
Ammo management. Some use the same ammo pool to cover the protected areas, some have an ammo pool for left and a different pool for right.
HazmatGamer 7 Jul @ 6:45am 
What is the different between single and double launcher in the script?
HappyRooster007 6 Jul @ 1:31pm 
@Walzmine

Maybe the atgm/shell wasn't intercepted successfully but APS was triggered.
Walzmine 4 Jul @ 1:23am 
When Im in an M1A2 and activate Trophy MV, the Trophy Explosions kills me as player instantly, not the atgm itself, the tank is not damaged, but me in comamnder seat are dead
PanSeba 3 Jul @ 3:46pm 
real, never had any problems with the mod, maybe with the ai itself, but thats just arma
Drongo  [author] 3 Jul @ 3:11pm 
What bugs?