Author: Drongo
Author Website:

Requirements: Community Base addons A3

Version: 0.34
Signed: Yes, serverkey included

Short description: Drongo's Artillery is an artillery addon for Arma 3 (both SP and MP supported). It is heavily based on CoC Unified Artillery for OFP.

Date: 2015-02-21 12:19

Comments: (7)


Drongos Artillery


Drongo's Artillery is an addon for Arma 3 (both SP and MP supported). It is heavily based on CoC Unified Artillery for OFP. The aim is to put AI-controlled batteries of artillery under player control. A degree of skill should be both required and rewarded by the system. Hopefully a balance between realism and gameplay can be struck.

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. To access the artillery system, tap the up arrow key (can be reassigned by the user). 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.

Supports Reyhards East Static Weapons Pack.
Supports RHS: Escalation.

Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
After extraction it should look like this:
Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:

You can also use -nosplash to get rid of the splash art and intro videos.

And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.

Included files:

For usage and information instructionss of how to use Drongos Artillery please refer to the included documentation.


Video by Ericj of the system in action: has its own Youtube channel where we will cover the Community made releases.
Subscribe to the Youtube channel

Known issues:
As the system is fairly complex and this is the first public release, I expect there will be bugs. Please be patient, I will fix them in future releases.

An artillery asset that is attacked and takes losses may cause script errors
Adjusting fire sometimes produces strange results
Adjusting fire with low angle missions does not work well
Laser-guided and self-guided shells often hit beside the target

Future plans:
White phosphorous
Chemical/nuke warheads
Refine adjusting fire
More voice sets for different languages/nationalities

Credits & Thanks:
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 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 for helping with MP testing.

Please note that only Armaholic may mirror this.
I would also respectfully ask that nobody uses this on enemy forces in-game. Please only use it for demonstrations against hillsides, etc. Thank you.

You may reverse-engineer this addon for your personal use. You may NOT distribute altered versions of this addon without my written permission. You may NOT use this addon or any derivatives thereof in any way for monetary gain. You may NOT use this addon or derivatives thereof as part of any submission to any contest or any kind (especially not for the "Make Arma Not War" contest by BIS).

Self-guided shells semi-implemented (can't get them to reliably hit the target, they often miss by a few meters)
Other stuff I can't remember

- Massive bughunt to further reduce the "drifting rounds" bug (99% gone in my testing)
- Overhaul of the dialog
- Added a new module "Mark Guns" for debugging (marks individual tube facing, both vehicle and turret)
- Added basic scripted damage to Reyhard's WP rounds
- Removed inaccurate low angle option for M5s
- Disabled accessing the dialog if the player is dead
- Added a simple mod logo
- Various minor tweaks

- Changed locality checks

- Changed ballistic arc calculation to use a real-world formula for calculation (huge thanks to Coding for this)
- Reworked all profiles to use the new arc calculation system
- ETA and splash now use arc system to calculate time to impact
- Improved auto-detection
- Hard-coded support for RHS BM-21 (currently high-angle only)
- Fixed bug with manual aimpoint entry not working
- Added delay based on angle and facing before firing shots
- Various small fixes

- Fixed a problem with OPFOR assets not showing up in the system

- Allowed control over each individual tube in a battery
- Redesigned dialog
- Added code to prevent some of the "drifting rounds" bug (big thanks to MaHuJa and BlackAlpha of
- Made the system automatically detect most (all?) 3rd party artillery units
- Removed most of the hard-coded unit detection code
- Added distance and gun-target line to the dialog
- Added ability to exclude groups using the array dtaExclude (add group, leader vehicle or leader vehicle classname)
- Removed doArtilleryFire commands for preloading ammo as this command is still hopelessly broken
- Added a new module called "Track Rounds" to help with testing
- Changed locality check for firing from server to whereever the asset is local
- Redisgned the repeat mission system so only a single dialog is used
- Reduced report spam
- Added elevation of target and selected asset to the main dialog
- Added dta_fnc_PlaceMarker for testing purposes
- Fixed a bug in Tube.sqf that prevented sheafs from working properly
- Dramatically increased the speed of MLRS firing
- Added an M4 Scorcher to the AAF
- Added an M5 MLRS to the AAF
- Added M4 Platoon, M4 Section and M5 Section to the AAF
- Changed cfgPatches entry from dta to DrongosArtillery (may require deleting the addOns[] and addOnsAuto[] entry from mission.sqm files to update missions)
- Added debug markers for adjusting fire when dtaDebug is true
- Tweaked the adjust code a little (seems to be working reliably now)
- Brought back the XMIT button

- Fixed airburst not working
- Fixed menu selections not saving
- Made it possible to restrict users by class and/or unit
- Added the ability to set which audio is used for each side
- Reduced the default time to process the first round of a firemission from 60 + (random 30) to 30 + (random 30)
- Improved initial loading time
- Tweaked mixed impact/airburst to alternate by odd and even numbered tubes in a battery
- Added support for Reyhard's M119 (don't know where it went the first time)

- Partial French localization (all done by Kawa)
- Added support for Reyhard's M119 (thanks to K4ble for reminding me to add this)
- Added an option to use mapclick to input coordinates (can be disabled with a module)
- Removed the "Elevation" option from the dialog as it does not work
- Added support for weapons that inherit from Reyhard's Static Weapons

- Added support for RDS Static Weapons Pack
- Implemented CBA_fnc_registerKeybind functionality so users can bind their own key
- Removed double-clicking a radio to open the dialog

- Fixed TFAR compatibility
- Increased mortar and howitzer HE shell lethality to attempt to match real-world values (may do too much damage against non-personnel targets now)
- Tweaked configs to change the dispersion of BIS shells to almost zero (all dispersion is handled at script level)

- Made tube detection less reliant on the display name (which causes errors with non-English versions)
- Fixed dialog errors (listScrollBar, colorFocused, colorBackGroundFocused not defined)

- Added a check to \Dialog\Transmit.sqf to prevent a battery from being given multiple fire missions at the same time (possible cause of the "drifting rounds" bug)

- made some progress on the "rounds drifting way off target" problem.

- Added dta_fnc_HasRadio to check if the player has a radio
- Fixed a bug with \Misc\CommsPlay.sqf not detecting player radio

- Added support for dedicated servers (hopefully)
- Added support for TFAR (hopefully)
- Tried to add support for ACRE

- Changed to an 8 digit grid reference
- Stopped the MTO message for all except the first round (side chat will still appear for FFE)
- Added a "Return to Assets" button to the aimpoint and control dialogs
- Last dialog is now remembered
- Added an "End Of Mission" button which releases the asset and closes the dialog
- FFE no longer automatically releases the asset (must manually select End Of Mission)
- PLOT no longer automatically releases the asset (must manually select End Of Mission)
- Adjusted MLRS fire speed
- Adjusted time between mortar rounds to 10 seconds (was 5)
- Changed the way "rounds complete" is called (was using an estimate of time, now called by the asset itself when the final round is fired)
- Added a "Help" button to the aimpoint dialog
- Added a dedicated key to access the dialogs (Windows app key by default, change in the userconfig file)

- first release

Forum topic:
- BI forums

- Community Base addons A3

- Tao Folding Map

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