Arma 3
Munitions Armoury
121 Comments
Sheliz 9 Jun @ 8:27pm 
Can you explain what self-guiding means or how it works?
itsniko 20 May @ 8:32am 
can you make it so the drones can be deployable from any backpack
Rekkulani 13 May @ 1:15am 
The Auto Illum Mortar doesn't seem to have any ammo available when it's placed.
Astral Mist 23 Apr @ 5:28pm 
Out of curiosity, would it be possible to have the napalm use the fire damage/effects from Webknight's Burn Em mod if that's enabled? Or some kind of compatibility thing between them?
chrystales 26 Mar @ 12:25pm 
Now THESE are real weapons. No more #174 M4 pack mod that gives either +1% muzzle velocity or -1% less spread. These are REAL weapons that decide a REAL war. /s
asunder 26 Mar @ 10:41am 
absolutely fucking beautiful mod
SabrePlays 6 Mar @ 12:54am 
@Wenza

Awesome work man thanks! No worries by the way! I will report any other bugs if I happen to run across them :)
Wenza  [author] 6 Mar @ 12:18am 
@SabrePlays
Posted an update to fix this, thank you for the report

@DMZ
Go ahead
SabrePlays 4 Mar @ 9:06pm 
Bug: When disassembling the custom darters, AR-85 for example, the bag produced is for the normal AR-2 drone and not the "upgraded" version, playing in Antistasi so cannot unlock these meaning once we deploy them that is it, cannot get it back.

So in other words these are ONE TIME USE drones as trying to collect them results in the normal ISR AR-2 drone being bagged up instead of the AR-81, for example.
DMZ 19 Feb @ 4:30am 
Hey Wenza, is it possible to include this mod in a steam-hosted clan specific Repack to reduce visible number of mods in launcher (circumventing a known A3 issue with loads of mods in launcher).

Not for any public use and with full credit to you?
ItzCharly 16 Jan @ 11:09am 
Why no airburst fragmentation shells for mortar/artillery?
Griamos 7 Jan @ 2:59pm 
Thanks man great mod
Era 7 Dec, 2024 @ 9:10pm 
I haven't seen the AGM-98TB available on firewill aircraft, any chance that could be added? (using the F-16C and A-10C), also the GBU-TB seems to be much lower in yield then it should be (at least the explosion effect is much smaller than it should be), should look something like a miniature nuke

The BLU-87 anti-runway bombs seem to have a never-ending smoke emitter after detonating, I'm not sure if that's firewill though
Der Moosenheimmannchesterton 3 Dec, 2024 @ 2:05am 
using this and ace breaks the miniguns on the ghost hawk and the new gunboat from the cdlc
SkipCubic 29 Nov, 2024 @ 9:07am 
Would it be possible to add the Titan NLOS racks from the new dlc to the MQ-12 and other aircraft's' dynamic loadouts?
Era 26 Nov, 2024 @ 5:14am 
Is it possible to get the railgun (from the tank) as a pylon option for aircraft?
C. Eagle 25 Nov, 2024 @ 9:34am 
@CRISPRcasanev I am actually working on an upgrade to my Aviation mods to fix such issues 🤣
CRISPRcasanev 26 Oct, 2024 @ 7:56am 
Thanks for the clarification Wenza. I'm using CE Littlebird upgrades + flares so not in any rush for new GAU -- but having your visually working variant would be great when we want to return to non-explosive GAU. No magazines in model is perfectly acceptable if you find the time!
Era 20 Oct, 2024 @ 11:43pm 
Will do
Wenza  [author] 20 Oct, 2024 @ 11:29pm 
@Era
Cannot replicate this issue, please provide further details if error persists when isolated to this mod. Thanks!
Era 10 Oct, 2024 @ 7:29am 
VLS can't seem to lock onto targets (or rather complete the lock anymore, it just stays at incomplete soft lock), I'm not sure if its this mod or another though
Wenza  [author] 10 Oct, 2024 @ 3:37am 
@CRISPRcasanev
The labels are wrong (my mistake), it is meant to be a 1500 round pylon and 2500 round pylon, not 2x 1500 round pylon variants. This will be fixed in the next update.
The model used for the GAU pylon is a proxy until I can get a new custom model and animations for it, which I have no timeframe for at the moment. The model currently in use is the Orca right pylon 6.5mm minigun, which is originally restricted to use on that particular helicopter and designed to work on the right side only.
I can't flip the orientation of the GAU pylon model depending on where it's located; I'd have to create a new model for left hand side positions, or one without the magazine belt feed altogether.
CRISPRcasanev 9 Oct, 2024 @ 3:06pm 
Hi Wenza! I noted for the littlebirds, there are two variants of GAU that I suspect are supposed to switch orientations of the beltfed magazine. Currently both variants leave the mag sticking into the air. You will always have an ugly magazine floating out on the left side regardless of the option you pick. Is this correctable? Thanks!
Wenza  [author] 5 Oct, 2024 @ 2:19am 
Hotfix for drones posted, thanks again!
Wenza  [author] 5 Oct, 2024 @ 1:12am 
@EagleTrooper
Thank you for the details! I'll get onto a fix ASAP, I may have to just create the magazines if they din't exist which is a simple job. Thanks again for the detailed report, it makes things much easier my end
EagleTrooper 3 Oct, 2024 @ 6:05pm 
I know I may be double posting but figured I would make this post for the Author to note for both Mods in the event to patch both.

Munitions Armoury (This)
Drone Upgrades

The WNZ_MQ15 variants reference Arma3 Bohemia magazine classes that do not exist. Within the Base Arma3 Game there is 240Rnd_40mm_GPR_Tracer_Red_shells that is referenced for the Bluefor Variant that works fine. However the other Variants do not seem to exist which is causing issues for those drone variants.

240Rnd_40mm_GPR_Tracer_Green_shells (CFG does not exist) (Throws errors and no ammo in drone)
240Rnd_40mm_GPR_Tracer_Yellow_shells (CFG does not exist) ( No error but still no ammo in drone)

The Green Shells did end up keeping the mission file when placed in the editor from loading however only throws a model error when dropping it in Zeus.

We did look for an alternative but was unable to find one that was close to the one referenced. Maybe just use the same one for all variants?
Wenza  [author] 30 Sep, 2024 @ 11:57pm 
@Boss-Starstreams
Is it just the AAF version that is unable to rearm, or both that and the NATO one? I'll have to test, as it should rearm the same way the base game MIM-145 Defender does.
Boss-Starstreams 30 Sep, 2024 @ 2:34pm 
One question people are asking everywhere is, how do you rearm the defender? is there a basic script
[LT] RSF_Willow 22 Sep, 2024 @ 6:12pm 
is this client ,server side. Or both
Lance 22 Sep, 2024 @ 8:25am 
beautiful work man :steamthumbsup:
Ghost 21 Sep, 2024 @ 4:16am 
My nukes are gone ever since I installed this mod, why?
Jubilant 20 Jul, 2024 @ 4:54pm 
Is it fiewill compatabile ?
Midnight StarBurst 8 Jul, 2024 @ 10:24pm 
Is there any chance you can add the laser and ir guided mortars mentioned on the mk6 wiki to the mk6a?
Admiral Wurufu 29 Apr, 2024 @ 3:43am 
Any chance we might get napalm munitions for the launchers like how we have WP munitions for the RPGs and MAAWS
Nexus 15 Apr, 2024 @ 2:33pm 
Does this work with OPTRE would love to see some more stuff for the pelicans and stuff
Era 7 Apr, 2024 @ 10:24pm 
Thankyou!
Wenza  [author] 7 Apr, 2024 @ 10:19pm 
I've increased the AOE of the thermobaric bomb, let me know how it goes in mission
Era 7 Apr, 2024 @ 8:45pm 
I figured they were mispelt, and were meant to be 500lb thermobarics
Rastek 7 Apr, 2024 @ 10:45am 
Man these 5000lb thermobarics seem rather underpowered, impressive explosion and all but doesn't really do much damage
ShyyGuyy 1 Apr, 2024 @ 6:36pm 
How big is this download?
Wenza  [author] 31 Mar, 2024 @ 8:38pm 
@Soldier Black
Use the 'change fire mode' key, I have mine set as 'F', it's a default feature for all artillery but depends on the range and round used etc
Soldier Black 31 Mar, 2024 @ 7:57am 
How to increase artillery dispersion? Same as 1:45 of the video
Wenza  [author] 21 Mar, 2024 @ 11:25pm 
@ACJR117
You don't need to lock the laser manually, just fire the APFSGR round as close to the target as possible and it will automatically lock on to the laser as it falls onto the target
ACJR117 21 Mar, 2024 @ 10:14pm 
once you laser designated something how do lock with the artillery you are using?
Surumee 10 Mar, 2024 @ 9:57am 
@Wenza okay, thank you for answer
Wenza  [author] 10 Mar, 2024 @ 1:42am 
@bonobono
It's not a representation of any real-life munition, just something I came up with for Arma
Surumee 9 Mar, 2024 @ 9:49pm 
is APFSGR ammunition type created by you? I never heard it
Clockwork Cleric 10 Feb, 2024 @ 3:58pm 
@Wenza thing is, i have been lasing targets after firing, and the mortar doesnt even hit the target, it just ceases to exist after leaving the tube, but i think its just because i need that second person doing it. Thank you for the help though!
Wenza  [author] 8 Feb, 2024 @ 12:08am 
@Clockwork Cleric
The handheld laser designator does work, but the damage model is... Arma being Arma.
It can cook off a Merkava in one hit, but a HEMTT will survive multiple hits unless you find the sweet spot.
You may need a second person - one to laser the target, and one to fire the mortar. You want the target marked before you fire.
Can I ask what vehicles you're trying to target with the mortar?
Clockwork Cleric 7 Feb, 2024 @ 8:53pm 
@Wenza
I've been trying using the infantry target designator, do i need a second person for that to work?