Arma 3
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Drongos Active Protection System
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Data Type: Mod
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21 Jul, 2018 @ 6:22pm
1 Feb @ 12:31pm
31 Change Notes ( view )

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Drongos Active Protection System

Description
Discord for my mods[discord.gg]
My Artillery/Cruise Missile/Loitering Munition mod
My Air Support mod


DAPS expansion by HBAOplus with support for more mods

KEYS:
ALT-A: APS menu (can be changed under CBA settings)

DAPS is an SP/MP mod for Arma 3 that adds Active Protection Systems (APS) to vehicles. These systems allow vehicles to intercept incoming rockets, missiles and shells. When the APS triggers, players crewing the vehicle will get a direction indicator warning. The APS will also deploy smoke if the vehicle has smoke launchers and turn the turret to face the direction the shot came from. The systems have a minimum engagement range (30 meters for most systems). APS effectiveness is limited by vertical angle (45 degrees by default).

DAPS also includes DIRCM missile defence systems for aircraft.

By default, vanilla Arma 3 MRAPs, IFVs and MBTs, some RHS vehicles and some CUP and MEC vehicles are protected. Vehicles from mods can easily be added by mission editors (see below).

When vehicles rearm at ammo trucks etc, they will automatically rearm their APS.

The player can get a brief report on their type of APS and remaining charges by hitting their DAPS key ("Delete" by default). Also, this key will attempt to rearm the APS on the player vehicles if a supply unit is nearby.

DAPS includes 15 types of APS:
Light: Protection from rockets (2 charges). 20 meter MMD (Minimum Defeat Distance).
Medium: Protection from rockets and missiles (4 charges). 20 meter MMD.
Heavy: Protection from rockets, missiles and tank shells (6 charges). 20 meter MMD.
Trophy LV: Protection from rockets (4 charges left, 4 charges right). 30 meter MMD.
Trophy MV: Protection from rockets and missiles (3 charges left, 3 charges right). 30 meter MMD.
Trophy HV: Protection from rockets and missiles (5 charges left, 5 charges right). 30 meter MMD.
Trophy HVe: Protection from rockets, missiles and shells (5 charges left, 5 charges right). 30 meter MMD.
Dazzler: Protection from rockets and missiles that use IR or laser guidance (unlimited charges).
Arena: Protection from rockets and missiles (11 charges each side, only covers the front 300 degrees). 30 meter MMD.
Drozd: Protection from rockets and missiles (4 charges each side, only covers the front 60 degrees). 30 meter MMD.
Drozd-2: Protection from rockets and missiles (4 charges each side, only covers the front 120 degrees). 30 meter MMD.
Afganit: Protection from rockets, missiles (5 charges each side, only covers the front 120 degrees). 30 meter MMD.
AfganitE: Protection from rockets, missiles and shells (5 charges each side, only covers the front 120 degrees). 30 meter MMD.
Iron Fist: Protection from rockets and missiles (2 charges left, 2 charges right). 50 meter MMD.
AMAP-ADS: Protection from rockets and missiles and (possibly) HE shells (5 charges left, 5 charges right). 5 meter MMD.

The light, medium and heavy APS are not specifically based on any real-world system, but are intended as generalizations of various systems in use or development. They provide 360 degree protection.

Vanilla NATO and AAF MRAPs use Trophy LV.
Vanilla NATO and AAF IFVs use Trophy MV.
NATO MBTs use Trophy HV.
AAF MBTs use AMAP-ADS.
Vanilla MRAPs use Light.
Vanilla CSAT IFVs use Medium.
The T-100 uses Drozd-2.
The T-140 uses AfganitE.
Some RHS M1 MBT variants use Trophy HV.
Some RHS M2 IFV variants use Trophy MV.
CUP and MEC T-90s use dazzler.
MEC T-72s use dazzler.

Arena, Drozd, Drozd-2 and Afganit/AfganitE can not engage top-attack missiles (basically missiles that are 2 or more meters higher than the vehicle).

AfganitE and TrophyHVe are capable of stopping tank rounds.

AMAP-ADS is capable of stopping HE tank rounds.

The dazzler does not destroy incoming projectiles, but rather causes those that use IR or laser guidance to veer away and (hopefully) miss the vehicle. Dazzlers have unlimited charges.

Outgoing fire and low-caliber weapons should not trigger the APS. Be warned that firing RPGs while standing next to a friendly vehicle with APS may trigger the friendly APS.

The mod includes modules for disabling all APS types and a module for setting any APS on any vehicle type.

There are also DIRCM systems for many aircraft. NATO and AAF use the Nemesis system, CSAT uses Vitebsk. Nemesis can jam IR guided missiles, Vitebsk can jam IR and laser guided missiles. If the vehicle with the DIRCM takes over 30% damage, the system will be considered damaged and cease functioning.

License:
See readme.

If you need an exception, please contact me.

CREDITS
Drongo: Concept and coding.
Chops: Testing and input.
James: Testing, some graphics and video.
Larrow: Original blast effect script.
Damian: Info about IRL APS.
Gravekeeper: Detailed bug-fix advice.
crusaderyn: Input about MDD.
VedKay: Warning indicator

A huge thanks to my Patrons and supporters

1.23
Fixed: Bug with assigning AMAP-ADS by module
Popular Discussions View All (10)
16
16 Dec, 2023 @ 6:56pm
More classnames incoming
HBAOplus
6
9 Apr, 2020 @ 7:55pm
Issues with CfgRemoteExec?
NutzMcKracken
1
29 Aug, 2022 @ 8:40am
T 90a rhs tank
chis2009diman
615 Comments
DireStatus 20 Sep @ 9:30am 
Sorry to ask since I have not read the full description. Does this work with the AI.

So like does it do the APS system if only a player is in the vic or does it also do the APS system if AI or in it or am I missing something since I have been trying this with ai but it has never worked from what I seen at least recently
Reshet0 20 Sep @ 4:13am 
Ok, will test again.
Thx bro
Drongo  [author] 20 Sep @ 4:06am 
Engine must be on, missile must be fired outside minimum range, arc must be covered.
Reshet0 20 Sep @ 4:04am 
And in a vehicle with APS, should all slots be occupied? And should they be occupied at all? Maybe my friend and I didn't succeed because ACE or RHS can negatively affect the operation of your mod?
Drongo  [author] 19 Sep @ 2:46pm 
@Reshet0
Yes it does, my group uses it every session.
Reshet0 19 Sep @ 11:09am 
Doesn work in MP
Rocketman_02 10 Sep @ 3:23pm 
Alright I might've found a solution. I used waitUntil{!(isNil"dapsScriptWait")} and a sleep of 0.5 before I executed my own script to add my vehicles to the arrays and everything seems to be working fine. I think the AI issues I mentioned before were due to the vehicle's engine being off.
Rocketman_02 10 Sep @ 2:21pm 
I see. The approach I took was to wait until dapsDefinitionsLoaded is TRUE, then append my classnames onto the APS type arrays. It does work and my vehicle variants have APS on, but it seems to cause issues, again namely the popup when the APS fires doesn't come up and APS on AI controlled vehicles doesn't seem to work.

Would it be possible to add a parameter=true after your script loads the initial definitions then a sleep of a few seconds to allow compat mods to inject their classnames into the APS type arrays before moving on?
Drongo  [author] 10 Sep @ 2:19pm 
I should add that maybe the easiest way to address issues is to make a custom build of DAPS for your server with all the changes built into the PBO. If anyone needs help with this send me a DM.
Drongo  [author] 10 Sep @ 2:04pm 
Clearing definitions is now handled by the Options module. It can also be done by script, by waiting until dapsDefinitionsLoaded is TRUE, then setting all arrays empty. If this is not sufficient, I can add a field to the options module to let people run their own definitions sqf.