Arma 3
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LAFS - Light AI Fire Support
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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 )

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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
Mandarinado
383 Comments
Rimmy  [author] 28 Sep @ 9:37pm 
@The Bay Harbour Butcher Blastcore

@vbnshi The minimum size of target that the AI will currently target is 4 weight within 150m, so 4 infantry, or 2 infantry and 1 vehicle, or 1 APC will be enough to trigger support. I'll likely include the option to lower this further in the new update, but this is intentionally set at 4 to prevent the AI from constantly using support on lone hostiles.

@miss12135 Watch the video, download the demo mission or use the wiki. You have many options.
miss12135 28 Sep @ 7:15am 
how to use it
miss12135 28 Sep @ 7:14am 
Could you please explain it simply? The website won't open
vbnshi 27 Sep @ 12:55am 
so good , can you make the AI call in air support or artillery support on a small number of targets? Our server usually only has a squad of 12 people, and the AI doesn't really like calling in support.
The Bay Harbour Butcher 26 Sep @ 9:08am 
whats your explosion mod called?
Rimmy  [author] 19 Sep @ 1:30am 
@ItsJustRyan2701 Kindly direct your eyes to the "Compatibility" section. I didn't write it for fun.
Rimmy  [author] 19 Sep @ 1:29am 
@boomsoldier05 If the mod is configured in a similar way to vanilla, then yes. Certain mods are, certain mods aren't. Test it yourself, and especially try different weapons on the pylons.
Rimmy  [author] 19 Sep @ 1:28am 
3. Yes, supply is set with the variable "LAFS_var_supportAmmunition". In the upcoming update the artillery supply cap can be adjusted and the drone group supply cap is determined by the number of drone operators actually in the group itself.
Rimmy  [author] 19 Sep @ 1:28am 
@AHarmlessAvocado
1. Slight correction - the CLASSNAME of a unit synced to the Spotter Module will become the "Spotter" classname list. Any group with these Spotters in them will then become a Spotter Group. So, sync 1 Sniper to the module. It will be scanned and deleted. Then you place 3 different groups with a Sniper in them, and those groups will become Spotter Groups. And no, groups cannot both be Support and Spotter. They will preference Spotter if they have both types of classname iirc, but in general just do not combine those groups.

2. You should use different groups for all of these due to conflicting behaviours. A group simply cannot be a Spotter & Support Group. It would technically be possible to be a LAFS Group as well as a DAM Group, but that would lead to conflicts when the AI receives orders while on another mission, and the code is not made to check for this.
Rimmy  [author] 19 Sep @ 1:23am 
@Sneep Snorp It should but you should not give the artillery/support groups to NR6. Instead, give only the Spotter groups, that way NR6 orders the spotters towards the enemy while the Support groups respond when called in.

@Shizzak FPVs take off and have a check to see if the sky above them is clear, they rapidly ascend and then move towards the target. I wouldn't recommend garrisoning the groups in buildings but rather behind them. I've not experienced this behaviour, if you can post a video in the discord that would help