Arma 3
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TV Guided missile (SPIKE NLOS)
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Data Type: Mod
Mod Type: Equipment, Weapon
File Size
Posted
Updated
190.387 KB
20 Apr, 2023 @ 2:51pm
28 Apr, 2023 @ 11:08pm
8 Change Notes ( view )

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TV Guided missile (SPIKE NLOS)

In 1 collection by Dankan37
My mods
13 items
Description
TV Guided missile
This mod adds a new feature to Arma 3: TV guided missiles. You can launch these missiles from various platforms and steer them during flight using a camera view. You can also switch between different camera modes, such as thermal or night vision, to enhance your targeting.
This mod is 100% vanilla and requires no other addons.


3 New missiles are added to the game called: Titan AT, AP and KE denoted with (Seeker), you may find them in the arsenal. The Titan KE (kinetic) has no warhead and can be used for recon or as a "clean" kill system.
Also added a variant of the Skalpel to all vanilla airborne vehicles and some RHS ones.

Controls
After firing the missile, an action called Open missile FOV will appear, activate it to open the missile seeker.
You steer the missile by moving the mouse and (left) click on the position you want to target.
  • R : Toggle between zoom on/off
  • T : Toggle autolock on/off also forgets the locked target
  • N : Toggle white hot / CCD
  • F : Airburst
  • Esc: Closes the dialog
Autolock: This feature shows the lock status on the top right of the screen and lets you choose whether to let the missile automatically steer to the locked target (object) or not. With Autolock off (OVRD), you have more manual control and precision over your missile trajectory.

Adding your missiles
Any missile can be added and steered, right now they use my config but I plan on allowing broader customization.
To add a missile run the following code in the init.sqf (or any executable file):
["ammo name", "add"] call D37AT_fnc_addMissile
for example, to add the Mk4 HEAT missile you should type:
["MRAWS_HEAT_F", "add"] call D37AT_fnc_addMissile
and to remove it:
["MRAWS_HEAT_F", "remove"] call D37AT_fnc_addMissile
in case you want to skip firing the missile use the following:
_pos = position player; _pos set [2, 50]; _projectile = "M_Titan_MIL_AT" createVehicle _pos; _projectile setDir (direction player); [_projectile] spawn D37AT_fnc_handleMissile;
This will create a titan missile 50 meters above the player and will immediately put you in control.
The function D37AT_fnc_handleMissile has 3 parameters, the projectile, the offset and the speed profile, I advise you to look into the code to understand how to employ it optimally.
An example of an application is the following:
_projectile = "M_Titan_MIL_AT" createVehicle _pos; [_projectile, 0.65, [80,40, 10, 50]] spawn D37AT_fnc_handleMissile;
This script will create a Titan AT missile, place the camera 0.65m infront of the center and give the missile the speed profile.
But if you want not to use my speed logic because you want to use your own or the missile default one, then you should just use:
_projectile = "M_Titan_MIL_AT" createVehicle _pos; [_projectile, 0.65] spawn D37AT_fnc_handleMissile;
This will not use any speed logic.

Planned features
  • Tidy up stuff internally and allow customization
  • Performance optimization
  • Improved logic for speed profile
  • Vehicleborne missiles
  • More missiles

Conclusion
You may find the source code here:
https://github.com/Dankan37/Guided-AT-missile
Popular Discussions View All (1)
0
24 Apr, 2024 @ 12:37am
Tutorial
Tophanga
116 Comments
✦ V e d a g i ✦ 5 May @ 7:52am 
When i fire the missle, i don't see the option to switch to the missile?
Silve0 28 Mar @ 9:24am 
maybe an option to make the screen hd.
BobTheBuilder 22 Mar @ 8:32pm 
Can you remove the weird filter when in camera mode? 2035 camera should have a clear image
Assailant ! 8 Mar @ 11:29am 
If you want to use this mod with lots of units, then you can forget about it, because this mod is really performance-intensive, but still cool.
BIG GUY 15 Feb @ 10:35am 
how does the Skalpel work
Magic Man 10 Feb @ 12:45pm 
hey man it does not work anymore
BLKCandy 1 Dec, 2024 @ 11:18am 
Still working just fine. The missile can be really sluggish to control so it is difficult to attack enemy behind tall cover. You *could* send the missile really high then aim down, but the missile doesn't really have any navigation assist so you can easily lose target that way. But if the enemy is behind low cover or you are just lobbing missile over the hill? This will serve just fine. I have a bit of a nitpick about how the missile didn't change the displayNameShort so the AT appear as AT in the weapon UI instead of something like AT (Seeker). You can just check the inventory to see the full display name or just remember what you load in your launcher though.
Sheliz 30 Nov, 2024 @ 6:42pm 
I found it. is due to a conflict with Mayess's "F_AMMO_UCG" mod
Sheliz 28 Nov, 2024 @ 9:06pm 
@spinosarousguy88 it works, it's a conflict between mods. Personally I got the error

-wrong 'pylonWeapon' in magazine:'PylonRack_1Rnd_MIL_scalpel' this magazine cannot be used in weapon'missiles_SCALPEL'
-unable to create weapon for missile 'PylonRack_1Rnd_MIL_scalpel', check config entry'pylonWeapon'
IceBreakr 8 Sep, 2024 @ 8:20pm 
Is it compatible in MP?