Arma 3
L118 Light Gun - By SnailGoat
43 Comments
❤️Thaking-YT❤ 31 Aug @ 6:37pm 
@SnailGoat - I found that when i'm in local LAN, the mod give the 9999 code, but wen i do it in single player, works perfect, idk why :steamthumbsup:
SnailGoat  [author] 31 Aug @ 3:47pm 
@Thaking-YT - The targeting computer returns a 9999 code when no valid firing solution can be found. Check that the coordinates are input correctly and that the target is within the minimum and maximum firing ranges (2-17km). Some maps have inverted or differently scaled grid coordinates resulting in errors ... what map are you on.
❤️Thaking-YT❤ 30 Aug @ 8:04am 
When i put Comp with the coordinates, its says 9999 in the number display and doesn't let me change anything
Alex 20 Aug @ 3:32pm 
@snailGoat lovely. Oh well at least now I know why. Easy work around. Amazing mod. My unit complete switch over to it cause how well it is.
SnailGoat  [author] 18 Aug @ 2:42pm 
@CPL A.Cain - There is a known bug where the gun sometimes spontaneously detonates when firing at high barrel elevation angles. It has nothing to do with number of rounds fired ... simply random. The most recent update *might* have fixed this issue.
Alex 9 Aug @ 1:37pm 
So running into a issue where we fire around 30 rounds, then the gun blows up.
SnailGoat  [author] 4 Jul @ 2:23am 
@otaKU in the Steam Workshop folder in the Arma3 Directory
\SteamGames\steamapps\common\Arma 3\!Workshop\@L118 Light Gun - By SnailGoat\

@Ron Left mouse button to drop
otaKU 3 Jul @ 10:20am 
where is L118_UsersManual?
Ron 2 Jul @ 8:19am 
how do i drop the shell once i pick it up
邪王✡真眼 29 Jun @ 9:33am 
And you, my friend, are the true hero. It is this game's crappy old engine that has limited your talent.
Fanat120mm 28 Jun @ 1:11am 
make a gun with a panoramic sight
Manwithalotofertilizer 27 Jun @ 6:38am 
@SnailGoat ah yeah im hosting a multiplayer locally so that would explain it
SatNav 27 Jun @ 6:31am 
Cheers bud. Appreciate the mod and the quick reply
Jekk-Threnn 26 Jun @ 8:59pm 
Having same issue as Manwithalotofferilizer (great name) trying to shoot from the airfield on the bottom right of altis into pygros, lands just past the radio tower
SnailGoat  [author] 26 Jun @ 8:59pm 
@Manwithalotofertilizer There is a known bug wherein rounds are fired at the wrong muzzle velocity (always Charge 1) when hosting a multiplayer session locally. Are you on a single player, local Multiplayer or dedicated server?

If you are locally hosting a multiplayer session, make sure the person firing the gun is not the host. Have one of the clients fire the gun. This should ensure the muzzle velocity is adjusted to match the loaded charge.
Manwithalotofertilizer 26 Jun @ 5:06pm 
hey, noticed that when firing past 3k the artillery rounds are short or deviate by 2 or 3k, Charges are all set and data in the computer is correct in the manual. is there any fix to this or am i doing somethign wrong?
SnailGoat  [author] 25 Jun @ 7:49pm 
@SatNav The pallets can be loaded into vehicles using ACE. If you do not get the "load" interact you need a larger vehicle.
SatNav 25 Jun @ 6:06am 
Is there a way to move the Ammo Pallets around? Obviously you can slingload, but you cant move them as a whole into a vehicle.
><> 25 Jun @ 2:42am 
@Snailgoat congrats on the release haha
FlyingGasmask 24 Jun @ 4:48pm 
Tigre437, you need to have your hands free. Do you have a rifle, pistol or binoculars in your hands?
Step Bro 24 Jun @ 10:55am 
if you are after help or possibly funding let me know, id be keen to see how this can progress
Ampersand 24 Jun @ 7:46am 
Hatchet Framework updated today and requires an update here. We've communicated and this mod should update very soon!
Tigre437 24 Jun @ 7:25am 
I've been trying for a while to manage the ammo boxes and the ammo itself but I can't get the interactions to open and take the ammo, only the ace default to load and drag, why can it be? I've tried only loading the mods of L118, ace, cba and Hatchet but nothing, it still doesn't work.

I have also checked the manual and it does not say anything special, if I have noticed that the hatchet only comes out in the vehicles, I do not know if you have changed the way to handle the ammunition and I'm missing some mod or something but I can not handle it.
Ampersand 23 Jun @ 12:27pm 
Awesome work! Would love to chat with you regarding upcoming Hatchet Framework update. Please add me on Steam or find me on Arma or Hatchet discord.
Yax 23 Jun @ 12:24pm 
This is absolutely incredible, and 100% the type of mods I was hoping the hatchet framework would end up being used for when it was first built. Amazing work!
Vestarr 23 Jun @ 12:24pm 
Man this is sick, great use of the hatchet framework
Jajuny 23 Jun @ 5:55am 
how can i get the cordinates of the target? im only familiar with the 3x3 system
Wiket 22 Jun @ 3:45pm 
WOW this is sick!
Sfoda3323 22 Jun @ 11:07am 
is there any chance that i could commission you to create a mod with the functionality you have in your gun and round handling, while retaining the artillery computer for my usmc unit? i have real arty guys that state most gunnery is automated now with targeting, and our play style with our arty platoon doesnt move slow enough for the manual rage plotting. However my guys crave the task of setting up the gun and prepping the rounds.
Field [16AA] 22 Jun @ 4:58am 
@SnailGoat ~ Would you be adding the Hesh round for Direct Fire?
=_X_=™© 22 Jun @ 2:17am 
was wondering if this was a British artillery piece but then anzac steven showed up so that answers that
ANZACSAS Steven 22 Jun @ 12:29am 
Wow.Very cool.Thank you.:)
If i just wanted to sling load it in a mission is there many scripts/code running from defualt? is there a init code i can run that disables any unneeded script/code?
Sergeant Suika 21 Jun @ 9:26pm 
Great work! Can we see something 155 mm like M198, M777 or FH-70 in future?
SnailGoat  [author] 21 Jun @ 4:59pm 
@Lau This is not an error in the code, rather a difference in how the PMC maps express their grid coordinates. Most Arma maps are under 100km and so use a four digit grid to express 10m resolution. The PMC maps use a five digit grid, and so the "four digit" grid coordinates you are reading are actually in blocks of 100m rather than 10m. Hence 13.7km -> 1.37km.

Aden is 80x80km so you can just omit the leading zeros in the grid code. If you're using a map that is larger than 100km you will need to manually apply grid offsets to both the gun and target coordinates to bring the grid codes back inside the 100km limit
little andy 21 Jun @ 4:30pm 
this is awesome, thank you
Lau 21 Jun @ 2:31pm 
Saving and reloading missions brakes the script, would be nice to have a way to reload the script after mission start. (e.g : the take action is no longuer available). Not a request since that is most probably only a problem to single players during very long missions.
Lau 21 Jun @ 1:13pm 
Using PMC Aden map, noticed that the targeting computer of the gun things for some reason that 13.7 Km is 1.37 Km which triggers the 9999 error code since the gun believes the firing range is too short. This only happens with this map and perhaps other PMC maps (not tested), on Altis and on the VR maps all is fine. I verified the range and coordinates with the RHS Micro Dager. Hopefully this gives a clue as to where could be the issue within your script.
Lau 21 Jun @ 12:48pm 
Nothing short of amaizing, thanks a lot for this awesome work!! I second the disk plate request with options to level the gun vs ground (currently using zeus leveled earth pit & drogos objects interaction to transport de gun as a single player). Please consider a variant compatible with Single Players. It would be nice to have the data from the targeting computer on the form of range tables taking in to account windage and other factors as we currently have throught ACE for other guns. At the moment the universal ACE range table is not picking up this essential info while playing with dynamic weather. Unfortunately not working with PMC tactical map Yemen Aden (Good place to take advantage of the nice 17.6 Km Range, thanks by the way, other mothers go with half the real life distance). Verified inputs with Micro Dager at 13.7 Km and received 9999 code. Same shot on Altis works like a charme. Once more congrats on an amaizing release, will be weathering it's paint on the battlefield : )
Lau 21 Jun @ 5:06am 
@storm/eagle there is a detailed manual included in the file
storm/eagle 21 Jun @ 5:04am 
how do you tow this thing?
Field [16AA] 20 Jun @ 5:52pm 
Bravo Zulu - Definitely has this added to our mod pack, this has been a wish since Arma 2 Ace Artillery, It would be good to have the pivot disk, and the abilty to have a camo net over the top that you could conceal the gun

Would be considering doing the following rounds
1. 105mm Red Phosphorus (RP) Bi-Spectral Screening Smoke Shell – L52 is a British artillery smoke round designed for the L118 Light Gun, with the primary purpose of obscuring enemy observation and disrupting thermal targeting systems in both the visible and infrared spectrum.

2. L37A2 105mm Artillery Marker Shell Red Target marking, boundary indication
3. L38A2 105mm Artillery Marker Shell Orange Target marking, safety lane indication
Step Bro 20 Jun @ 3:13pm 
Absolutely amazing work.
would love to have the pivot disk and the ability to walk it around as well as turning it.

Instant include with my group
Preflop0 20 Jun @ 10:58am 
damn good stuff man, what a rare mod!