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kocrachon

[Dev Build] Using the UAV?

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Anyone know how to use these things? I don't see a module like there was in ArmA 2.

Synched the UAV to my unit, but still no control over it.

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UAV stuff is in engine now.

Either play as a UAV Soldier or player addWeapon "B_UAVTerminal" Then walk up to a BLUFOR UAV (Empty won't work) and Connect to it. Then you can open UAV Terminal and plot it's movements or click the 'Take Control' button.

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ok first off do a search first because there is a ton of stuff out there.

Ok u have to be a uav operator. just place the Uav on the make like any other unit. there is no need to be synched. while in game use the scroll wheel/ action menu to open UAV terminal. RIGHT mouse click on a uav that u want to control and select connect to UAV. And just set waypoint with the left mouse button.

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UAV stuff is in engine now.

Either play as a UAV Soldier or player addWeapon "B_UAVTerminal" Then walk up to a BLUFOR UAV (Empty won't work) and Connect to it. Then you can open UAV Terminal and plot it's movements or click the 'Take Control' button.

this is not correct, you can also take over "empty UAVs/UGVs!

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Can anyone shed some light on the crew of the UAVs?

I have messed around spawning B_UAV_01_F and assigning B_UAV_AI to turret positions, getting some weird issues.

Are these units different to normal units?

Do they need to be spawned in a different way?

Do you assign these units to the vehicle if you are doing this programatically?

Can you setVariables on AI units?

Any devs can chime in here with some scripting info?

Heres an inspection of the B_UAV_01_F if anyone wants some idea about its values:

------------------ Inspecting Target --------------------

name: Kyle Miller

instanceName:

data type: OBJECT

class name: B_UAV_01_F

is alive: true

is player: false

is leader: true

group: B Alpha 1-2

unit ready: true

waypoints: [[b Alpha 1-2,0]]

current waypoint: 1

side: WEST

rank: PRIVATE

rating: 0

can stand: false

can move: true

can fire: true

need reload: 0

able to breathe: false

oxygen remaining: 0

on road: false

is engine on: false

is mine active: false

damage: 0

morale: 1.2

is burning: false

bleeding: false

bleeding remaining: 0

is touching ground: true

is under water: false

weapon lowered: false

knows about: 0

current stance:

current behaviour: CARELESS

position: [1559.15,5105.14,0]

position ASL: [1559.15,5105.14,5.50135]

position ATL: [1559.15,5105.14,0.00134897]

direction: 0

eye direction: [0,0,0]

x:1559.15 y:5105.14 z:0 grid:015051

bounding box real: [[-1.20104,-1.21153,-0.147962],[1.20104,1.21153,0.147962]]

nearest building: 41b5c100# 89047: dp_bigtank_f.p3d

headgear:

goggles:

primary weapon:

primary weapon items: <null>

secondary weapon:

secondary weapon items: <null>

handgun:

handgun items: <null>

assignedItems: <null>

uniform:

uniformItems: []

vest:

vest items: []

backpack:

backpack items: <null>

weapons: ["Laserdesignator_mounted"]

magazines: ["Laserbatteries"]

vehicle ammo: [["Laserbatteries",1,1]]

vehicle damage: [["HitHull",0],["HitHRotor",0]]

vehicle turrets: [["Laserdesignator_mounted",["Laserbatteries"],[0],"bin\config.bin/CfgVehicles/B_UAV_01_F/Turrets/MainTurret"]]

vehicle turret positions: [[0]]

vehicle empty positions: [0,0,0,0,0]

vehicle empty position count: 0

vehicle speeds per second: [9,18,27]

ammo cargo: -1.#IND

weapon cargo: [[],[]]

fuel cargo: -1.#IND

backpack cargo: [[],[]]

item cargo: [["FirstAidKit"],[4]]

repair cargo: -1.#IND

------------------ Inspection Complete --------------------

Edited by ARJay

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myUAV = [getPos player, 0, "B_UAV_02_F", WEST] call BIS_fnc_spawnVehicle;
createVehicleCrew (myUAV select 0);

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Little sidequestion:

Is the usage of "BIS_fnc_spawnVehicle" better than "createVehicle"?

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I wasn't able to get "FLYING" to work with creatVehicle and the uav.

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this is not correct, you can also take over "empty UAVs/UGVs!

Kylania is just one of the best scripters all over the forums since 2009, he manages a sites for Arma scripts since ages, i believe kylania ain't a noob, and when he says something is correct, believe me sonny

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Yeah, it can't hold anything. To deploy it use your action menu to "Assemble Darter". That'll remove the backpack and place a Darter at your feet. The backpack cannot hold normal items.

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