Arma 3
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Iron Dome
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Data Type: Mod
File Size
Posted
Updated
2.030 MB
15 Aug, 2022 @ 2:28am
13 Oct, 2024 @ 10:20am
12 Change Notes ( view )

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Iron Dome

In 1 collection by Dankan37
My mods
13 items
Description
Arma 3 Iron Dome mod
This mod allows vanilla launchers to intercept incoming ammunition (Shells, Rockets, Cruise missiles....).
It also adds a new launcher inspired by the Israeli Iron Dome.

You can customize many parameters by using the following function:
[launcher, distance, logic, [missile speed, guidance, N, aiming, time to max, delay], searchArray] spawn IRON_DOME37_fnc_handleDome;

Extra
Check out this collection for visual improvements for the mod
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3349900010

TIPS
Some tips to optimize the launcher interception rates for your clips or missions:
  1. Place the artillery unit at least 1km from the target (ideally this should be 3km or more to let the system use its range to its maximum. (Iron dome has 3km, other systems on average 7 to 9km)
  2. Ideally the dome should be placed in the path of the rockets and not where they are targetting, this way you can use the range "twice".
  3. Swarm attacks are hard to counter even in real life, I tried my best to optimize this but don't expect an handful of domes stopping 10 grads or 10 mortars, if you want to try something like this, spread them out in such a way the shells don't impact all at one.
Customization
The parameters are the following:
  1. Launcher: The object name
  2. Distance: Distance at wich it will intercept
  3. logic: Logic used to pick targets: 0 - random, 1 - speed bias, 2 - threat bias
  4. missile speed: Missile maximum speed (Use values between 250 and 1000)
  5. Guidance: Guidance law: 0 - APN (best one), 1 - PN, 2 - LOS (worst one)
  6. N: Guidance gain, typical values between 3 and 5
  7. Aiming: If the launcher has to aim the target
  8. time to max: Missile speed increases linearly and reaches the max in said time
  9. delay: Delay between shots
  10. searchArray: Default: ["ShellBase","SubmunitionBase"], should cover most of the ammo
To use the custom function just place it in a launcher's init, ie:
[this, 7500, 2, [1100/3.6, 0, 4, true, 30, 3]] spawn IRON_DOME37_fnc_handleDome;
Should also work for modded units

By default Vanilla launchers are initialized with their values so you only need to run this if you want to change something.

Known issue: Sometimes the missiles will go slow after being launched when shells are inbound, this is due to the APN algorithm fighting the missile accelleration, solution is to add more speed to the missile or change the launcher location. This has hopefully been fixed, a better solution is also going to be developed soon.

Code can be found here:
https://github.com/Dankan37/Arma-3-Iron-Dome

LATEST UPDATES:
Added original siren, when a missile is detected, as a bonus it will also broadcast the siren across all "Loudspeaker" objects nearby (Class name: Land_Loudspeakers_F)
Improved the code to switch between APN and PN fixing the issue of missiles' guidance being saturated
The system will not intercept ammuniton fired within 300m from the launcher

Known bugs:
Multiple launchers each play his own siren
Some missiles don't work and get no guidance and just start floating (rare)
Actions not added on MP (fix found)
Launcher might struggle on dedicated servers (fix otw)
Popular Discussions View All (3)
12
26 Mar, 2024 @ 2:26pm
IDEAS/SUGGESTIONS FOR CREATOR
DapperShark
1
14 Aug, 2024 @ 2:50am
I want it to work on a dedicated server.
Legeno
1
28 Jul, 2024 @ 10:59pm
Templates (untested)
Dankan37
169 Comments
FreedomMan22 21 Jun @ 11:33pm 
why cant my homies join me when this mod is on
Vcag 16 Jun @ 10:02am 
yeah i followed the instruction and the iron dome wont deploy a single of its missile, it will however follow if i place a hostile unit neraby, but not the missile itself:steamthumbsdown:
Vcag 16 Jun @ 9:43am 
it doesnt work. It doesnt stop the bm21 barrage, not a single missile was stopped:steamthumbsdown:
LORP 4 May @ 4:26pm 
it missed when i used a houthi missile. could be a bug, or you are just staying true to the real iron dome
dzwawl 7 Apr @ 9:32pm 
How to prevent it from shooting at teammates?
NotKoha-kun 11 Feb @ 7:10am 
i've noticed the iron dome system, in the eden editor. Would go after friendly drones. Spesifically from the Western Sahara DLC. it's difficult to use it, alongside the drones in it

Another issue i find while playing in the eden editor. Is that the AA missile batteries used by BLUFOR and Independent would still target each other's artillery shells and missiles/rockets. Even if i were to set them as allies
KSI - Vril Of It 31 Jan @ 4:45am 
Also aces most recent update broke the iron dome as it replaced it with its own missiles. Dunno if there is a config in ace to change this other then manually inputting the correct ammunition.
KSI - Vril Of It 31 Jan @ 4:38am 
Add a feature to disable the siren as its very loud and annoying, and more importantly, it's bugged, as the siren doesn't stop playing even after the iron dome has been deleted, only ending after some time, the siren should stop playing the moment missiles are no longer being intercepted.
stez 21 Dec, 2024 @ 12:32pm 
rip bozo
realyungballs 18 Dec, 2024 @ 6:30am 
LIT