Arma 3
530 ratings
LAFS - Light AI Fire Support
32
7
2
2
3
3
2
3
3
3
2
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
400.059 KB
3 Sep, 2024 @ 12:00am
2 Jan @ 1:37am
16 Change Notes ( view )

Subscribe to download
LAFS - Light AI Fire Support

Description
Light AI Fire Support is intended for giving the AI dynamic access to many weapons of war they previously couldn't use to increase their threat, provide a more enjoyable combat experience for players and to provide a fair system of fire support that avoids the pitfalls of manually triggering it. The Light refers to the load on the server, with this mod intended for use by bigger operations and units.

Video explaining LAFS

LAFS Wiki, with detailed information on how the mod works[docs.google.com]
LAFS Demo Mission[drive.google.com]
^^^ Super Important! The Demo Mission is the easiest way to avoid incorrectly setting the system up, simply copy the functional system in the Demo Mission.

LAFS CORE FEATURES:
Spotter System:
Spotter groups have to personally spot the enemy forces before being allowed to call in fire support on their targets.

Artillery:
Artillery will be automatically detected and can perform both HE and Smoke fire missions. Rockets, mortars and howizters all behave differently, with different firing rates, scatter and so on, with Rockets uniquely skipping the 'spotting round' that the other two use for their HE missions. Artillery can also be mobile and will automatically perform Shoot & Scoot missions.

Airstrikes:
Both Helicopters and Planes can be used and have a variety of missions each. Guns, rockets, bombs and cluster bombs all function, along with general CAS and targeted CAP missions. Aircraft can be created, stored and resupplied from Air Bases.

FPV & Dropper Drones:
Utilizing Crocus FPV for the FPV models, Drone groups can deploy either dropper drones that drop grenades and mortar shells or they can use FPV drones which come in AP and AT variants. These can be deployed in a swarm too if the target is big enough.

EDIT: For those who seem to think this is possible, NO, I cannot separate the drone system from LAFS, it cannot function without LAFS. It is not some magical extra AI I've bundled into the system, it IS the system. If you just want to use the drones, then only place those groups. That's all you have to do.

Counter Battery:
Both the AI and the players can be targeted with Counter Battery fire. To simplify: different artillery pieces have different ranges that they'll be heard/spotted at. As long as enemy units are nearby to hear, then the knowledge of artillery at that location will grow. This will also place a marker on the map for players, getting more and more accurate as knowledge increases. This allows players to perform counter battery, but the AI will also decide to target these positions once enough knowledge is gained.

Supply System:
Several supports consume supply when they perform a fire mission, like Artillery, Drones and Aircraft. When supply runs low, a Supply Truck from a Supply Base will be called to refill the supply of the Support group.

And much more!:
Check the Wiki for more details on these other fire missions (Workshop has a word limit).

Credit:
This mod utilises a script for locating the nearest Airport from gc8 & a heavily modified launcher firing script originally from _Tally. Both are credited with links to the original source in the code.

Compatibility:
This mod is designed to be compatible with LAMBS by disabling LAMBS features on specific groups LAFS is using. Just don't use LAMBS artillery system at the same time. It can also function without Crocus FPV if you don't want to use FPVs. Other AI mods like VCOM and DCO are not planned for and may conflict. I've also added rough compatability with DCO (it simply disables any group that LAFS will use). I cannot guarantee smooth functioning with DCO as I do not personally use it.

The mod is covered under an APL-ND licence, with the following message: Please contact Rimmy if you'd like to make alterations to these scripts or release derivatives. If the mod is missing a feature you require, please contact rimmydownunder on discord ( discord.gg/rimmy ) and assuming the feature is possible I will attempt to merge it into LAFS. I'd like to avoid derivative versions in favour of making the core version feature more choice in how it operates.
Popular Discussions View All (2)
0
13 Jun @ 2:01pm
FPV operators exploding themselves
zldalla
0
3 Apr @ 4:24pm
Tell Rimmy there's a problem with my AI
✙Mãŋđăŗīʼn✙
368 Comments
Shizzak 7 Aug @ 7:09pm 
I've noticed recently FPVs are spawning way to close to the ground and exploding 50% of the time. Is there a way they can spawn much higher in the air. For example a group is in a building and it needs to spawn at least 20m above the building
A Harmless Avacado 5 Aug @ 2:18pm 
Quick questions!

1. Your wiki states that units (synced to the Spotter module) become "spotter groups and it lightly disables parts of lambs". So I'm assuming, a group can't be both a spotter and say a "drone controller"?

2. I'm also using your AI Mine mod, can (lol) a group be a spotter group, drone controller, and AI mine layer group?

3. Can I override the 5 supply max?
Sneep Snorp 29 Jul @ 1:50am 
Does this work alongside NR6
unconvicted felon 5 Jul @ 1:19pm 
I know its slightly unrelated to this mod but couldnt this be used to great effect as a framework to have the enemy ai plant IEDs as well?
GuitarJones18 16 Jun @ 12:56pm 
Also, is there any way to set how many shells the artillery guns fire per mission?
GuitarJones18 16 Jun @ 12:47pm 
PSA for Spearhead 1944 users: If you're having trouble getting this to work with the artillery guns in the DLC, I think I might have found one possible troubleshooting method: traditional, vehicle-towed howitzers in Arma kinda suck, in that they tend to flop all over the place quite easily. Half the time they were aiming their barrels in the air when receiving fire missions, but not firing. I believe for the best results, you need to place them on as flat a surface as possible. This means for mountainous maps, you're going to want to place your guns on top of prop platforms to get them to actually fire. It's not foolproof by any means. I am still noticing some of the guns not firing or still doing some janky stuff, but it's better than them not working at all. Hopefully it works decently enough to have a good experience, though. After all, what would a World War Two battlefield be without some good ol' brass rain falling about?
[KC] Terrasidio 6 Jun @ 3:15am 
oooooooh cant wait to play it!!
ans_Finanzamt✠ 5 Jun @ 2:11pm 
i need a bit of help the mod doesnt work the artillery, planes, tanks and choppers doesnt react to the spotters contact. Even in the Demo mission it didnt work.
Shizzak 3 Jun @ 7:03pm 
I am using a map that doesn't have an airstrip can the airbase spawn aircraft in the air without having me to use an airstrip?
Derp 11 May @ 6:16am 
Very cool mod! One of the saddest things about ARMA is that a lot of the campaigns (except CWA and AA's), singleplayer and multiplayer missions always revolve around the player. Giving the AI the ability to spot & call fires, on its own, (relatively) intelligently, goes a long way in helping the game convey a lot more scale of the player being "another brick in the wall".