Drongo's Active Protection System
DAPS is a mod for Arma 3 that adds Active Protection Systems (APS) to vehicles. These systems allow vehicles to intercept incoming rockets, missiles and shells. By default, vanilla Arma 3 IFVs and MBTs will be protected. Vehicles from mods can easily be added by editing arrays (see below).
DAPS includes 3 types of APS:
Light: Provides protection from rockets (2 charges).
Medium: Provides protection from rockets and missiles (4 charges).
Heavy: Provides protection from rockets, missiles and tank shells (6 charges).
Currently all vanilla IFVs and MBTs use medium, except for the Slammer TUSK and T140, which both use the heavy APS.
These systems are not specifically based on any real-world system, but are intended as generalizations of various systems in use or development. Factors such as protected arcs, charges in different arcs etc are not considered (though such systems may be included in future releases).
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.
To install Drongo's Active Protection System you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page
for more information about using custom mods and addons in Arma 3.
For usage instructions and information of how to use the xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx please refer to the included documentation and/or example mission.
Adding APS to Other Vehicles
A quick solution add the class name of a vehicle to one of these arrays:
dapsLight = ;
dapsMedium = ;
dapsHeavy = ;
MY_VEHICLE remoteExec ["DAPS_fnc_RegisterVehicle"];
A more permanent solution is to contact me and request that the vehicle be hardcoded in future releases.
Support for more 3rd party addons
Soft kill systems (ie. ECM)
Different APS systems for each faction
Optional "real world" systems trying to model Trophy etc as closely as possible
Most of my mods and missions are released on my Patreon page. You don't need to be a Patreon to download them: https://www.patreon.com/DrongoMods
Check my YouTube channel for trailers, WIP etc:
Can you believe that Bohemia released their Tanks DLC without including APS? In the modern era APS is on the way to becoming a standard feature of armoured warfare (let alone in 2035). Initially I tried to use an incomingMissile eventhandler, but in typical BIS fashion, the results were buggy and unstable. Now the APS uses a very tight loop to check for nearby projectiles and then act upon them. Though I try to avoid loops if possible, I couldn't see an elegant solution to the problem. I've tried to make the scripts as light as possible while still retaining functionality.
The number of default charges may seem low, this is largely a gameplay consideration. I wanted to buff AFV survivability, but not make them OP.
License / Disclaimer:
The rights of any 3rd party scripts used in this work belong with the owner. I do not and have never claimed ownership over the work of other people. All 3rd party scripts are used in good faith.
You may NOT reverse-engineer this addon for your personal use.
You may NOT distribute altered versions of this addon.
You may NOT use this addon or any derivatives thereof in any way for monetary gain.
You may NOT use this addon or any derivatives thereof as part of any submission to any contest of any kind.
You may NOT use this addon as a basis for other addons.
You may NOT use this addon on any "Life", "Life" clone or derivative or survival-themed mission/server.
You may NOT port this addon to any other game (it may ONLY be used with Arma 3).
You may NOT use this addon with VBS, VBS2, VBS3 or any similar product.
You may NOT use any of the scripts, configs, concepts or designs of this addon in the development of other projects.
You may NOT upload to Steam or any other sites except Armaholic.
You may NOT use this addon in any way if you are R0adki11.
You may NOT use this addon in any way if you are BohemiaBeck.
Credits & Thanks:
Drongo69: Concept and coding.
Chops: Testing and input.
James: Good autism.
A big thanks to my supporters Seth, Sonny and Sly.
Fixed: Afganit/Afghanit typo causing problems
Fixed: AfganitE/Trophy HVe stopping tank rounds even with no charges remaining
Added: Minimum Defeat Distance to all systems except dazzler (thanks crusaderyn)
Changed: Vehicle engine must be on to use APS (thanks crusaderyn)
Added: APS management dialog (delete key by default)
Added: Virtual reloading at ammo trucks for player's vehicle
Added: Virtual reloading at ammo trucks for all vehicles on player's side
Added: Debug mode for checking what the APS was triggered by (use dapsDebug=true;)
Fixed: Problem with DAPS_fnc_StartNewDefinitions running on all clients, causing multiple APS instances
Added: Code to completely disable a given type of APS for the duration of a mission (DAPS_fnc_DisableAPStypeAll)
Added: Trophy HV Enhanced, a variant of Trophy HV that can intercept tank rounds
Added: A new scripted method for mission makers to customize which vehicles have which APS
Fixed: Some double APS were incorrectly designated as single in some scripts
Changed: Vehicles will now attempt to turn to face the incoming projectile and pop smoke as soon as possible
Changed: As per above, DAPS_fnc_React no longer controls facing/popping smoke
Changed: Improved Dazzler functionality
Tweaked: General script tidy up
Fixed: Arena was incorrectly categorized as a single-arc APS (should be double-arc)
Added: Array "dapsExcludedAmmo" allows specified ammunition classnames to be ignored by APS
Added: Trophy LV, Trophy MV, Iron Fist, AMAP-ADS
Added: Version of Afganit that can not intercept tank shells
Fixed: Trophy had 10 charges each side (now 5)
Fixed: APS was intercepting cruise missiles (now will not engage missiles with a hit config value over 999)
Changed: Trophy is now Trophy HV
Changed: Afganit is now AfganitE (Afganit Enhanced)
Changed: T-140 now uses AfganitE
Tweaked: Detection of top-attack weapons for Russian systems
Added: Trophy APS
Added: Added Trophy APS to some RHS vehicles (thanks to Damian of RHS)
Added: Better code for detecting 3rd party smoke launchers
Added: Scripts for disabling and rearming APS
Changed: Switched to spawn instead of execVM
Changed: APS reload time is now 0.7 seconds
Other: Various attempts to optimize
Other: Various tweaks and additions
Added: Vehicles now turn to face the direction of the fired projectile
Added: Vehicles now try to pop smoke when the APS activates
Added: NATO, CSAT and AAF MRAPs now have light APS