Drongo's Artillery brings realistic AI-controlled fire support to Arma 3 (SP and MP supported). It is heavily based on CoC Unified Artillery for OFP. It puts AI-controlled artillery batteries under player control. Skill is both required and rewarded by the system. The system strikes a balance between realism and gameplay.
Drongo's artillery requires some degree of map-reading and the ability to call adjustments. The rounds are not spawned in, the artillery assets are given target coordinates, calculate the aimpoint based on various factors and fire real shells. The buggy doArtilleryFire command is not used, so it is possible to select both high and low angle fire.
Each side is partially voiced. NATO features edited lines from Generation Kill, REDFOR and INDFOR feature edited sound files from Arma 3. The default BIS artillery assets (and 3rd party addons that inherit from them) are supported. Simply place them on the map and they will be detected and available to the appropriate side. Arma 3's default radio, ACRE radios and Task Force Arrowhead radios are all supported by default (others can be added).
The system gives you control over aimpoint, warhead types, rounds to fire, high/low angle, sheafs (circular or box), groundburst/airburst/mixed and airburst height. After inputting the aimpoint, it is usually necessary to fire spotting rounds and adjust the fall of shot. Once the spotting rounds are on target, the spotter can call fire for effect, or store the mission for later use (with a reduced delay). Typically, it will take 60-90 seconds for the first shell to land (though this can be increased by using the "Realistic Delay" module).
The are modules for no delay, realistic delays, no initial error, disallow mapclicking for target input (force manual entry) and debugging (text, markers and smoke trails for shells).
For a more detailed explanation, please read the readme.
Here is a video by Ericj of the system in action:
Another by MrBurns:
Requires CBA.
Not required, by recommended: Tao's folding map
BE SURE TO READ THE README.
Known Bugs
An artillery asset that is attacked and takes losses may cause script errors
Laser-guided and self-guided shells somtimes hit beside the target
Future plans
White phosphorous
Chemical/nuke warheads
More voice sets for different languages/nationalities
Big thanks to the following people:
CoC: Unified Artillery for OFP, the system this is based upon.
Drongo: Development and scripting.
Chops: Testing.
Zodd: Airburst and shrapnel scripts, testing.
D.Smithy: Invaluable real-world artillery knowledge, testing.
Rydygier: Box sheaf script.
Muzzleflash: Circular sheaf script.
Kawa: Localization code, French localization
Thanks for MaHuJa and BlackAlpha of tier1ops.eu for writing code to prevent the "rounds drifting to the north" bug
Big thanks to Coding for showing me how to use the real-world formula to calculate the correct arc based on the magazine and weapon type.
Thanks to Vernei and Strategic Outcomes http://www.soclan.co.uk/ for helping with MP testing.
Check out Coding's Artillery Computer for more artillery improvements.