Arma 3
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Expanded Anti Air
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Data Type: Mod
Mod Type: Boat, Tracked, Weapon, Wheeled
File Size
Posted
Updated
13.734 MB
3 Jan @ 11:18am
22 May @ 12:56am
10 Change Notes ( view )

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Expanded Anti Air

In 1 collection by DrunkeN
ArmA 3 Expanded Forces
23 items
Description
Addition of new anti-air vehicles

Basically, refurbished anti air systems that are now mobile & deployable... and it's less than 1 mb used to be...

Description:
For a good amount of time, only compositions existed on Steam workshop for some good anti air vehicles. I've decided to work on some scripts and fully utilize whatever anti air system I could think of using nothing but vanilla assets. With the combination of all the existing Vanilla vehicles (not counting the CDLC's for a good reason), I've managed to create some unique, probably game changing vehicles and put them in the corresponding factions. Some are real life copies, some are not.

Part of a series of mods I'm working on from time to time. This one is for my anti air enjoyers. I've set my focus on NATO and CSAT. AAF and LDF also get something, either inheriting from existing anti-air weapon systems used by NATO and CSAT or maybe something even newer.

No, this is not yet another composition. The mod is signed, scripts are server compatible and should be working. Tested by myself. If there are any issues with the mod itself, drop a report in the comments below. Hopefully more cool things will appear on my workshop again.

NATO & NATO (Pacific):
- [Anti-Air] > AWC 302 Nyx (AA)
- [Anti-Air] > M5 Anti Air
- [Anti-Air] > IFV-6b Centurion
- [Anti-Air] > IFV-6b Spartan
- [Anti-Air] > HEMTT Praetorian
- [Anti-Air] > HEMTT Defender
- [Anti-Air] > HEMTT Defender (Deployed)
- [Cars] > HEMTT Radar
- [Cars] > HEMTT Radar (Deployed)
- [Tanks] > AWC 302 Nyx (Radar)
- [Boats] > Speedboat Spartan
- [Turrets] > other necessary additions to their corresponding factions based on textures.

CSAT & CSAT (Pacific):
- [Anti-Air] > BTR-K S-750
- [Anti-Air] > Tempest TOR
- [Anti-Air] > Tempest S-750
- [Anti-Air] > Zamak Anti Air
- [Cars] > Tempest Radar
- [Turrets] > other necessary additions to their corresponding factions based on textures.

AAF:
- [Anti-Air] > Tempest S-750
- [Anti-Air] > Zamak Anti Air
- [Cars] > Tempest Ammo
- [Cars] > Tempest Medical
- [Cars] > Tempest Transport
- [Cars] > Tempest Transport (Covered)

LDF:
- [Anti-Air] > HEMTT Defender
- [Anti-Air] > HEMTT Defender (Deployed)
- [Anti-Air] > Zamak Anti Air
- [Cars] > HEMTT Radar
- [Cars] > HEMTT Radar (Deployed)

When spawning an empty vehicle, the UAV turret which is attached to the vehicle is inactive, unassigned, empty. When you do spawn a crewed vehicle (usually comes with a driver or a driver & commander), then the UAV turret gets assigned to the faction it originally belongs to. The HEMTT Defender & Radar will always have a manned UAV when you deploy/activate it, regardless how you spawn the vehicle (empty or crewed).

Known "issues":
- When spawning these custom units, the script kicks in. Certain objects attached to the vehicle you just spawned do not move with the vehicle itself in the editor, but they move normally when dragging the unit in Zeus, so don't be fooled. Editor only recognizes the vehicle, but not whatever is attached to it.
- Be careful where you spawn these vehicles. Sometimes if there are too many objects (bushes, rocks, trees and such) all piled up at one place and you decide to put the vehicle there, it will get destroyed upon spawn (Zeus mode).
- When interacting with either HEMTT Defender or Radar, wait 3-4 seconds before deploying (this is in case the driver/passenger just got out of the vehicle and instantly wants to deploy it). From my experience, I zoom in on the HEMTT, load everything around me for a second or two and then deploy the attached object.
- Some UAV turrets tend to either look upwards or downwards most of the time. This is the only issue so far that I've seen and wasn't able to resolve. It has something to do with the AI themselves and it is out of my reach to try and fix it. Thankfully, they still get the job done when enemy is spotted.
- TOR Tempest turret is a bit elevated in the back of the Tempest, just aim around a little bit and you'll find it. ;)

The mod was fully tested, packed, signed and tested yet again by DrunkeN.

I don't do any requests, please don't bother asking.
151 Comments
DrunkeN  [author] 15 Jun @ 8:49am 
I've paused any updates across all mods until exams are done.
DrunkeN  [author] 6 Jun @ 12:28pm 
@Judas - From what I've seen in the original Arma 3 source code, some anti air units rely on radar units, regardless if they have it on them. There are so many combinations of what each anti air unit can turn out to be, it is sometimes very difficult even for me to make them engage. For ying, there must be a yang. For anti air unit, a radar must also be alongside it.
DrunkeN  [author] 6 Jun @ 12:25pm 
@Judas - Was there a radar unit nearby?
Judas 6 Jun @ 5:39am 
so I am just using it in the editor, and they will not engage an vanilla enemy helicopter. waited for about a minute, and they would not engage. I set myself as the gunner in the Avenger, and the other guy targeted the helicopter, and shot the stingers. Was hoping to be able to just place them on a map, and let them engage enemy air...but nada.
DrunkeN  [author] 1 Jun @ 12:06pm 
@KOSA - How close is the MiG-29 flying? Have you tried putting down the MIM-145 Defender turret itself and let it shoot? The Defender missile system has a minimum engagement range of 1000 meters + the target needs to be identified and flagged as enemy.

See the extracted code from Arma 3 itself, of the unit in question:
minRange = 1000;
minRangeProbab = 0.9; (90% probability of engaging if target is spotted)
midRange = 3000;
midRangeProbab = 1; (100%)
maxRange = 16000;
maxRangeProbab = 1; (100%)
KOSA 1 Jun @ 11:46am 
The mod is not working When Im by ZEUS respawning patriot und rader they dont shot on OPFOR Mig 29
DrunkeN  [author] 22 May @ 12:58am 
The mod has been updated with the latest fix regarding Tempest TOR. :espresso:

Time is not in my favor as much as it used to be.
DrunkeN  [author] 21 May @ 11:22pm 
Alright, let's see what can be fixed.
DrunkeN  [author] 23 Apr @ 9:21am 
Scratch that. I'll have to postpone the fix. I need to figure out what I need to change. It's proving to be a bit difficult.
DrunkeN  [author] 23 Apr @ 8:00am 
@Ace - Thank you for letting me know, I will apply the fix later today. :steamthumbsup: