Arma 3
Tier 1 Artillery Mod
195 Comments
NmoutAlik 18 Feb @ 9:35pm 
Thanks for the mod ! where can I find an artillery computer in virtual arsenal ? i'd like to keep it in my inventory. and can i change if i can how can i change the default keybind for an artillery computer? current setting is up arrow
Raeklan 20 Jan @ 10:05am 
Are all the Rounds RAP? The video seems to show that.
BlackAlpha  [author] 3 Sep, 2024 @ 2:14pm 
@MADRAT
Check the top of the mod page for a step by step video guide.
MADRAT 2 Sep, 2024 @ 1:08pm 
ok first of all, i'm a disabled person, not so young anymore, so can you step by step introduce me as to what i must use, ok start soldier, what kind, then a range finder or a laser designator... so you see, like that from start to last splash, please thank you.
EspiBean 5 May, 2024 @ 1:13am 
@BlackAlpha
I do appreciate your swift response and your guidance. I was able to make it work with your recommendations. You are truly a god.
Thank you
BlackAlpha  [author] 4 May, 2024 @ 5:17am 
@EspiBean
It might be the coordinates of the map itself are unusual. On the mod's description page under Compatibility is more info. If you don't use the ACE mod, then inputting the map coordinates with the map click function should still work. In addition, I once saw a map with completely bugged coordinates, for that you can try a last resort option. You can go to the mod's options in game (CBA mod options menu) and try to enable "Force Vanilla Grids In The Code" and then input all coordinates with the map click function.
EspiBean 4 May, 2024 @ 12:02am 
Good day, Love the mod, have used it on other maps with no issues but recently we switched to a new map and are running into issues using the mod. The current issue is saying we cannot max 5 numbers allowed. We did switch to a more larger map. Just trying to see if there is any workaround with our current map
Redanian 1 Mar, 2024 @ 3:53am 
Thank you for this mod, good for training cff very good work
Bo Jangles 15 Dec, 2023 @ 9:55pm 
Just want to commend you on the good work with this mod. If you guys are looking to pretty closely emulate real world call for fire procedures (without getting real people to actually man the guns), this is the gold standard on the workshop. Download it bois.
BlackAlpha  [author] 11 Dec, 2023 @ 1:14pm 
@Warzhixi
I think there are a few, but I never used them. You might be better off asking in the Arma discussion board, someone there might know more.
Warzhixi 11 Dec, 2023 @ 1:54am 
Hello author, is there a similar mod that can call planes for air strikes
BlackAlpha  [author] 10 Oct, 2023 @ 6:48am 
@Jotenheimer Donger
If you are the mission maker, you could use Zeus for example to rearm the vehicle. If you want infinite ammo in general, you'd need to script something.
oppenheim 10 Oct, 2023 @ 1:03am 
hi. pretty cool mod. any way for the ai to reload their artillery piece?
BlackAlpha  [author] 24 Jul, 2023 @ 4:08am 
@Illu
It does not.
Illu 24 Jul, 2023 @ 1:03am 
does this have AI auto counter-battery feature? (enemy AI will counter-battery on their own)
BlackAlpha  [author] 28 Jun, 2023 @ 8:03am 
@[ГУР] Adellweiss
In the video? It's the one from the Contact DLC, Livonia.
25th 27 Jun, 2023 @ 6:01pm 
Hey, what map is this?
BlackAlpha  [author] 31 May, 2023 @ 2:12pm 
@Aurora
No, but you could try the Remarks feature (top right) to make notes. That might help you differentiate or mark specific missions.
Aurora 29 May, 2023 @ 4:58pm 
Is there a way to delete previous fire missions? I don't want to have my missions piled up.
BlackAlpha  [author] 16 May, 2023 @ 12:07pm 
@MadUp_0106
Check out the mod's description page and look under "Mission maker info". You can use the ingame mod options menu or a scripting command.
Paxbell 16 May, 2023 @ 9:56am 
Hi, insane mod. Is there a way to whitelist the users that can use the arty computer?
BlackAlpha  [author] 21 Mar, 2023 @ 9:01am 
@The Green Weenie
Unfortunately no.
Bo Jangles 19 Mar, 2023 @ 1:37pm 
Out of curiosity, is there a way to make your adjusting round the center of your linear sheaf? Would make plotting out out length much easier.
BlackAlpha  [author] 8 Feb, 2023 @ 9:51am 
@kibaBG
It adds artillery units automatically if they are manned by AI.

If you use a headless client, you'll need to make an exception for the artillery units because the mod tries to make them local to the server (to circumvent AI bugs).
kiba3x 7 Feb, 2023 @ 12:37pm 
This is the best artillery mod, our group use from the moment it came out.
Is there a way to add artillery vehicles to the tablet that are spawned during the mission?
JGaz-UK 9 Oct, 2022 @ 4:49am 
Apologies, checked & the server is not running the mod. sorry. :steamfacepalm:
BlackAlpha  [author] 7 Oct, 2022 @ 2:45pm 
It should work on a dedicated server. Make sure the server also has the mod running.
JGaz-UK 7 Oct, 2022 @ 2:27pm 
Works fine on own PC with Arty pre placed in editor. Maybe only works on Dedicated if placed by Zeus during a mission anyone know??
JGaz-UK 7 Oct, 2022 @ 1:55pm 
Will it work on A dedicated server?, worked fine when I hosted but, on a dedicated server no artillery units showed up at all on the screen. even though there were 3 different groups placed in radio range?
BlackAlpha  [author] 10 Aug, 2022 @ 4:50am 
This mod works in multiplayer and allows the AI to fire the artillery. If you want players as gunners, I think there are mods for that on Workshop. I never tried them, though. So, I don't know the exact names.
Yapster661 9 Aug, 2022 @ 9:24pm 
Can this mod be used in Multiplayer? as in a Player uses the Artillery piece and we can have one call for fire?
BlackAlpha  [author] 14 Mar, 2022 @ 1:30pm 
@Gold John King
Thanks for the report. It should be fixed now.
Gold John King 14 Mar, 2022 @ 2:16am 
Hi, I've found an issue.
Once a player takes control of a artillery battery and forget to relinquish control, then he disconnects / loses connection from the server, the battery will always be occupied until mission restart.
Would you please make the battery automatically freed once controller disconnects from the server? For example, by adding some event handlers?
normannobrot 16 Jan, 2022 @ 7:04am 
this is great, works really well.. altho i wish the salvo options were little easier but i think i've worked it out. anyway of getting the scud launcher from CW3 re armed to work with it??? :_D
Aurora 25 Nov, 2021 @ 8:32am 
Yes sir. That's fine to me too. Thanks.
BlackAlpha  [author] 25 Nov, 2021 @ 7:56am 
@erau_Hatsune
Do you mean in the saved missions list? this is by design, so that you may load them again at a later time
Aurora 25 Nov, 2021 @ 7:18am 
The used missions won't go away after I clicked end mission.
BlackAlpha  [author] 25 Nov, 2021 @ 4:34am 
@erau_Hatsune
What do you mean exactly?
Aurora 24 Nov, 2021 @ 9:36pm 
Can we remove ended fire missions? It stays after I use them.
FlamingCygnet 29 Sep, 2021 @ 9:39am 
@BlackAlpha
Update: IT WORKED!
Thanks for the help mate! 10/10!

Too bad I can't add in more mods as I already am running like 30 mods lmao
BlackAlpha  [author] 29 Sep, 2021 @ 9:35am 
@FlamingCygnet
That one should work. If you absolutely need a western towed arty unit, you can find it in some other mods, like RHS or Pook Arty.
FlamingCygnet 29 Sep, 2021 @ 9:16am 
@BlackAlpha
Ah! I see, what a shame, however the D30 from CUP should work fine then I suppose?
It's a shame arma doesn't have much in terms of towed artillery.
BlackAlpha  [author] 29 Sep, 2021 @ 9:09am 
@FlamingCygnet
The CFP mod copies the CUP M119, which has missing memory points. I reported the bug to CUP a year ago. It's still on their bug tracker. I guess they didn't get around to fixing it. It's the only CUP vehicle that is missing these memory points, so the other CUP vehicles should work fine.
FlamingCygnet 29 Sep, 2021 @ 9:00am 
@BlackAlpha
It's the M119 howitzer from CFP
BlackAlpha  [author] 29 Sep, 2021 @ 8:00am 
@FlamingCygnet
That error usually means the vehicle you're using has missing memory points (a bug in the vehicle). Which vehicle were you using?
FlamingCygnet 29 Sep, 2021 @ 6:01am 
Update: It isn't conflicting with persist, but it is giving a "error zero divisor" error, and the following directory "T1AM/functions/firemission/findcharge.sqf..., line 78"
FlamingCygnet 29 Sep, 2021 @ 2:04am 
Hey there, quick question, I just got an error saying "Error Zero Divisor"

Might it be that there is a compatibility issue with the persist mod?
BlackAlpha  [author] 24 Sep, 2021 @ 1:13pm 
@Gold John King
Thanks for the heads up. I added compatibility for both the current and upcoming versions of LAMBS Danger. So, the errors should be gone now.
Gold John King 24 Sep, 2021 @ 10:24am 
This mod seems Incompatible with lambs AI mod >= version 2.5.2 RC2. I'm currently using lambs 2.5.2 RC2 (https://github.com/nk3nny/LambsDanger/releases/tag/2.5.2_RC2) and the following error always pops up when arty fires. Would you please check it out?

https://pastebin.com/bDMBT9RT
BlackAlpha  [author] 24 Sep, 2021 @ 10:13am 
@Gold John King
It will be tricky to make another language fit into the interface, but let's try it out. Add me on Steam and we can do a trial run to see how it will look like.