Arma 3
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Pike Mini Missile v2
   
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Data Type: Mod
Mod Type: Equipment
File Size
Posted
Updated
112.448 KB
14 Aug, 2019 @ 10:22am
21 Mar, 2023 @ 8:07am
21 Change Notes ( view )

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Pike Mini Missile v2

Description
The Pike® munition is a 17-inch-long, semi-active laser-guided precision weapon, measuring 40 mm in diameter and weighing two pounds. It’s the world’s only hand-launched precision-guided munition. Fired from a rifle-mounted grenade launcher, the miniaturized weapon can travel one and a half miles and hit within five yards or less of a target, minimizing collateral damage.

This mod is an improvement on the Pike Mini Missiles mod by WraithWyvern.

Two types of missiles are included:
- Pike: standard HE warhead
- Pike AT: AT warhead

This mod allows you to fire the missile from any 40mm grenade launcher, and guide it with one of two methods:
- SACLOS: if guidance mode is SACLOS, and you have a laser pointer equipped and the laser is on, the missile will guide itself to your point of aim, within a 60-degree forward-facing cone of the missile. If configured to do so, the mod will switch to the gun's main optics to steer the missile, then revert back to the grenade launcher sights as soon as the missile hits the target.
- LOAL: if guidance mode is LOAL, the missile will scan for a laser designator target within a 60-degree forward-facing cone, up to a distance of 2000m, and home in on it

The default guidance mode is SACLOS.

To toggle LOAL/SACLOS, first set the keybind in the Options --> Controls--> Addon Options --> "Pike MiniMissile v2" menu.
The mod automatically switches to the gun's main optics when firing a missile. You can turn off this setting in the Options --> Game --> Addon Options --> "Pike MiniMissile v2" menu.

If using ACE3, you additionally have the option to set LOAL mode laser codes, meaning the Pike missile will target the specified laser code.
To access the laser code setting, make sure you're in LOAL mode, then use the self-action ACE3 menu. Under "Equipment" --> "Pike" there are two actions:
- Set laser code: this allows you to set the ACE3 laser code that the missile will follow. Default is -1, which means it won't target any specific laser code, and instead just look for the closest target
- Check laser code: this allows you to check the currently set laser code

This mod requires CBA.

Credits to WraithWyvern for the original mod and idea!
134 Comments
HBAOplus 23 Mar @ 11:39am 
Hi, please removed CBA_40mm_M203 and CBA_40mm_3GL magazinewell support for Pike, since it is a long "grenade", can not be inserted into M203 and 3GL :steammocking:
Reloading for 3GL
https://youtu.be/42kt7ISRTuc?t=33
stephenrichardson1990 10 Feb @ 5:44pm 
Yo WHERE do you find pike missiles? I have 5 on the altis antistasi and not sure where I got them, I've taken over 30 outposts, 2 airbase, and still haven't found another one. Just trying to unlock them
42halomaster42 3 Feb @ 6:59pm 
the grades are strong but i dont feel like its as good AT as i was hoping is there a way to edit the damage values to make them have a bit more power?
WraithWyvern 31 Aug, 2024 @ 9:13pm 
I have no issue with anybody making derivatives. A damage change would be just a couple simple config edits. Just make sure to give proper credit, and don't forget to ask naPalm.
WraithWyvern 31 Aug, 2024 @ 9:07pm 
@Fox IRL the Pike has 50% more explosive mass than an M67 hand grenade. The brochure gives it a 10 meter lethality radius. I give it a conservative 7 meter radius. As for the weight, it weighs about twice as much as an M67 IRL. I didn't apply any game balancing ideas when I made the mod originally. The Pike is an expensive, advanced munition. It is going to be overpowered compared to stuff that costs a fraction as much in the same way that a rifle is overpowered compared to a stick. I have no idea how much naPalm might have changed the values though.
Fox 31 Aug, 2024 @ 8:46am 
Heya 👋, I LOVE this mod. I have one small issue tho. The grenades are quite a lot stronger that normal grenades while not weighing a lot more. This makes them quite OP (which can be fun, I know). However, as a mission maker, this prevents me from using them.

Here is my question, Can you make a version that nerfs the Explosions so they are as / slightly less effective than the default 40mm? or maybe a cba setting so we can change it per mission?
T h e R a t 9 Jul, 2024 @ 3:08pm 
Oh, and I couldn't get the option to work for SACLOS where it's supposed to swap sights after launch.
T h e R a t 9 Jul, 2024 @ 3:07pm 
I tried multiple different lasers, but couldn't get the SACLOS mode to work. LOAL seemed to work just fine though, barring some accuracy issues when aimed at the top of a vehicle with a drone.

Though, the damage the AT round does seems a bit abysmal. I know it's only a 40mm, and *maybe* it has to do with RHS stuff being extra tanky, but sinking about 30 missiles into a BTR-70 and the most i could do was break the lights, disable the gun, and mildly annoy the occupants. Same for testing on MRAPs and Humvees. Not really sure what it should be capable of doing, if i'm completely honest.
naPalm  [author] 22 Aug, 2023 @ 1:04am 
@Astral sorry for the late reply! sure thing, please make sure to include some credit in the group's addon :)
Astral 9 Aug, 2023 @ 10:15am 
Hi, I'm astral from KimchiGuys Group (Korea ArmA3 Group) , Can I repack this addon to our group's addon? This is awesome.