Arma 3
Pike Mini Missile v2
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.
[WELS] Žár 4 Aug, 2023 @ 5:03am 
*Edit
-It will take a while to learn
-Its even more fun if your friend designates it with an designator
[WELS] Žár 3 Aug, 2023 @ 6:06pm 
I think thtas my new favourite mod, its soooooooooo fucking cool
Hancock 6 Apr, 2023 @ 3:33am 
Is there a way to apply to this another weapon of my choice?
end_pogo 2 Dec, 2022 @ 9:33pm 
wonderful work!
THIS is the real MODERN WARFARE!:8bitheart:
naPalm  [author] 17 Oct, 2022 @ 2:10pm 
@darknightx33x well spotted, pushed a new update to fix this, now default mode is SACLOS. thank you!
Hivemind 16 Oct, 2022 @ 7:03pm 
@naPalm
I tested the mod today to try it out and I think I find the issue some people may be having. The pike missile only works after you press H to toggle fire mode at least once before firing a pike. After that, it works fine. If not...the rounds go off into space.

test means:
In single player editor
Arma 3 v2.10
CBA A3
Pike mini v2 missile
ACE3 (with/without)
Verllero 15 Oct, 2022 @ 11:53am 
@naPalm. Thank you, FYI. Few months ago I use it without that and it works. My apologies, for that.
naPalm  [author] 15 Oct, 2022 @ 11:44am 
@Verllero you need a laser pointer equipped on your gun and enabled for SACLOS guidance to work correctly, and you need a laser designator (other player with laser designator or a Remote Designator tripod) for LOAL to work correctly. Please read the mod's description.
Verllero 15 Oct, 2022 @ 11:39am 
@naPalm. I guess it´s another MOD. I´m not using ACE. Also, I don´t use lasser assignator, just the default GL iron sights. Regards!
naPalm  [author] 15 Oct, 2022 @ 11:36am 
I can't reproduce any of the issues you guys mentioned.

Tested on Arma 3 v2.10.149954
Local Multiplayer (LAN)
Mods list:
- CBA A3
- Pike Mini Missiles v2
- ACE3 (tested both with and without)
Equipment: ERCO (Vanilla), Laser pointer (Vanilla), Remote Designator (for LOAL, Vanilla)
Tested both SACLOS and LOAL

Video showing the mod working fine as of 15 October 2022:
https://www.youtube.com/watch?v=5QPILBiNErY

This is likely to be a compatibility issue (someone mentioned the Visible Lasers Mod doesn't play well with this mod), so please let me know what mods you're using, otherwise I can't help you.
zverofaust 15 Oct, 2022 @ 8:19am 
Just joining in to say that SACLOS guidance isn't working for me either. It used to work about 6-8 months ago when I last played, but now it does not - missiles simply fly off into space. Also, perhaps relatedly, when firing in SACLOS mode optics don't switch from GL to standard sights like it also used to.
Verllero 14 Oct, 2022 @ 5:06pm 
@Roche. I have the same issue. As I said before, when I shoot the round go to the sky. So, really don´t know what is the problem. maybe, it´s another MOD or the Bohemia updates :hotkepa:
[PTH] Nikodga 14 Oct, 2022 @ 3:38pm 
If you have ACE. Use RHS lasers otherwise it wont lock at all
Roche 14 Oct, 2022 @ 12:16pm 
Hey @naPalm I tested out the SACLOS and it seems it doesn't work at all. I was using only the mini missiles mod and CBA as it was required and the missile did not SACLOS at all. Do you have any advice for fixing this? I used the keybind to switch from LOAL to SACLOS and I had the laser on but stowed because that's how its instructed to work and it would not. Any advice for making this work? I want to recommend your mod to the unit I'm in because its super cool but it won't work.
Ryu 5 Sep, 2022 @ 9:55pm 
LOAL mode is extremely inaccurate, pretty useless for any sort of combat.
MitsukiTakeda 4 Sep, 2022 @ 12:46pm 
So, it appears that my issue was due to the Visible Lasers Mod. Everything is working now.
naPalm  [author] 4 Sep, 2022 @ 5:07am 
I've just tested SACLOS and it works fine, what Grenade Launcher / Pike / Laser pointer combo are you using and is the laser turned on and the mode set to SACLOS?
MitsukiTakeda 2 Sep, 2022 @ 8:30pm 
Yup. Confirmed. SACLOS refuses to Beamride at all. It acts like LOAL, always.
WraithWyvern 26 Jun, 2022 @ 10:35pm 
@Verllero set the range of the GL to as low as it can go. You probably have the range setting of the GL sight too high.
Verllero 26 Jun, 2022 @ 5:07pm 
@naPalm. Hi. The Pikes are not hitng the target. When I use the aim / ironsight of the GL the round go to the sky and there is no lasser asignation in to the sky, so, I don´t know if that its a bug or a problem in my end. Regards!
Evocatus 12 Jun, 2022 @ 8:57pm 
playing antistasi as greenfor, couldnt get pikes to lock on using either LOAL or SACLOS
naPalm  [author] 7 Jun, 2022 @ 1:21am 
Fixed the kill counts, thanks!
SSG 4 Jun, 2022 @ 1:03am 
Hi, just realised that your current "createvehicle" method is going to remove kill counts for the pikes, and the only command to solve it, setShotParents, is a server-only function (using it client-side will "vaporize" the warhead. Have not tested it directly, but this is highly likely...
SSG 31 May, 2022 @ 7:38am 
Hi, further, I did work on my private derived version of your missile and got below recommendations for SACLOS:

if you add an "isIRLaserOn" check at if(count _intersections > 0), it would result in the pike tracking only when laser is on (more realistic than equipment check, I think);

Combined with above, if "_targetPos = [];" is moved to before "while{alive _missile} do", it would result in the pike tracking the last spot your laser hit, effectively "fire-and-forget" (could be unrealistic though).

The 2nd one would allow the shooter to just pop head and send the round, pretty scary sh*t. So for your consideration only:steamfacepalm:
SSG 29 May, 2022 @ 9:03am 
Hi, for this check"_laserAttachment = (((weaponsItems player)#0)#2)", I would recommend using this instead: "_laserAttachment = ((primaryweaponItems player)#1)", as weaponitems#0 would land on launcher slot if it is occupied...
Further, is it possible to set SACLOS mode as default? SACLOS mode, I think, is way easier and more commonly used...thanks!
Ctrl-Alton-Del 10 May, 2022 @ 4:35pm 
Would be nice if there were an on-screen indication of SACLOS or LOAL mode, otherwise, 100% love it!
UndercoverRobocop 8 Apr, 2022 @ 4:31pm 
Works great, even with most weapons from other mods! Except weapons from CUP, for some reason their underbarrel grenade launchers don't see the Pike as ammo.
Oscar 12 Feb, 2022 @ 9:44am 
Works fine. Only the time between underbarrel and normal view is to short to aim your missile.
Your Pal Deebs 19 Dec, 2021 @ 8:37pm 
I dont seem to see the missiles available for the promet GL
Kitsune0199 23 Oct, 2021 @ 8:12am 
Hi naPalm sorry to pester you was wondering if we can have a quick chat about a few things to do with this mod my group was looking to add a couple varieties of pike and use the code as a base.

If possible can you contact me on discord at kitsune0199#0499 or on steam if that's a better alternative thank you for your time
HMS Mofu Mofu 29 Aug, 2021 @ 1:59am 
I can't seem to get the ACE laser code settings to trigger reliably, opening the self-action interaction shows everything but the Pike: set laser code + Pike: check laser code. However it's sometimes appears and doesn't. Any idea what might be causing it?
Bed Tundy 7 Jun, 2021 @ 1:47pm 
So I'm trying to use this but whenever I use a gun with the 40mm launcher, the only option that I get for Guidance is LOAL. Also, even with a laser target, the Pike doesn't home in on my target. Another thing I noticed is that I only can find the Pike HE, not the Pike AT.
Just so that everyone knows, I am not using ACE (it glitches my computer) and I have the UAS (Universal Ammo System) mod loaded.
Pablo Diablo 15 Jan, 2021 @ 12:34pm 
@DavidOMarx why do you need a visible laser? I don't believe SACLOS relies on that, and your scope/binocs from a compatible laser should let you know where it's pointing... But maybe I'm missing something?
Nomad6422 29 Dec, 2020 @ 2:35pm 
I like this mod a lot but I can't find a visible laser to use during the day for the SACLOS guidance.
AgentRedCobalt 15 Nov, 2020 @ 11:02am 
Is it possible to add a delay before switching back to the main gun optic?
Nyx 8 Oct, 2020 @ 8:16pm 
Any chance this works on multiplayer servers clientside, or does it have to be loaded on the box?
Pablo Diablo 20 Sep, 2020 @ 10:39am 
@naPalm Amazing! Can't wait to try it out - thanks so much for the quick response!
naPalm  [author] 20 Sep, 2020 @ 6:24am 
@Pablo Diablo added in the latest version (v2.6), thanks for the suggestion!

@Akaviri13 Fixed, thank you!
Pablo Diablo 20 Sep, 2020 @ 12:46am 
Might be a big ask, but it would be super useful if this worked with ACE laser codes...

My unit recently had multiple fireteams fielded, restricted to pikes as the only AT solution for narrative reasons... But laser guidance kept going off-target, "stolen" by another team's targeting. Being able to switch laser codes would fix the issue.
Akaviri13 2 Jul, 2020 @ 4:55pm 
Hey there, this mod causes script errors when loading a mission in the editor. Its caused by the cba setting in this mod. The _isGlobal parameter specifically appears to be the culprit. In my experience the documentation for cba settings is incorrect, the setting has to either be true or nil. In this case you will want to set it to nil. I only discovered this issue now because until recently we were using an outdated version before the cba setting was added. Great mod otherwise.