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rekrul

Unmanned/controlled UAV circling town

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Hi guys.

I want to have a UAV circling the town I'm attacking, purely for aesthetic reasons. So I create the vehicle, remove the hellfires, sets flyinheight to 300 add 4 WPs where the last one meets the first one and make it Cycle. However, the UAV is still flying with flyinheight 100 and couldn't care less about my waypoints. Is there any particular technique to make it listen? My WPs might be too close though, they're forming a box over Zelenogorsk in Arma2, but why won't it fly in my height?

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Did you make each waypoint flyinheight 300?

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To the best of my knowledge a flyInHeight command will be valid until you give the vehicle another order. You shouldn't need to repeat the command in each waypoint. If I understand your problem correctly the UAV refuses to follow any waypoints at all, right?

I've never used UAVs myself, so I don't know if they behave like normal planes. But if they do they may indeed have problems with several waypoints too close together. Try to give it a single search and destroy waypoint followed by a cycle.

To set the flyInHeight:

place a trigger on the map. Set it to true and write my_planesName flyInHeight 300 in the on activation. If you are using move waypoints you may give the same command in the on activation of the waypoint instead. You cannot issue such a command from a search and destroy waypoint, since those are hardly ever completed.

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Isn't is possibly to somehow make it repeat more waypoits? Cycle is great if I want something to go back and forth between two positions, but can I make them cycle through more than 2 pos?

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Sure, Cycle just moves back to the first waypoint unless it's broken via a Switch trigger.

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Heh, I was about to post that I'll just use triggers and the addWaypoint command but you were faster. :D

Thanks, I'll try it!

Edit: great, I havent figured this out in a year!

Edited by ziiip

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By the way if you want to have the UAV not target anything put "this disableAI "target"; This disableAI "autotarget";" in the init. box, usually the UAV will fly into the ground if it sees an enemy vehicle for some reason.

This is what i put in my UAV init. box usually

this flyInHeight 900; this setPosATL [getPos this select 0, getPos this select 1, 900]; this setCaptive true; this disableAI "target"; this disableAI "autotarget";

happy to help.

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Sorry I have another question:

After we did above, if I use UAV module, player can see the battleground from UAV screen. But when I use module, is there any possible to disable player's control to that UAV?

I don't want player to set the position around which the UAV fly, just give player a way to have a look from that UAV.

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Sorry I have another question:

After we did above, if I use UAV module, player can see the battleground from UAV screen. But when I use module, is there any possible to disable player's control to that UAV?

I don't want player to set the position around which the UAV fly, just give player a way to have a look from that UAV.

I can't really think of anything, except for not moving it based on an honour system, but im guessing it would involve a heavy dose of scripting knowledge to figure it out, but i'm guessing it would have something to do with the high command system based on what the waypoint looks like when you tell it to move, maybe you have to disable the high command system that's used to command the UAV.

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