kocrachon 2 Posted August 16, 2013 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. Share this post Link to post Share on other sites
kylania 568 Posted August 16, 2013 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. Share this post Link to post Share on other sites
sgt_Savage2003 10 Posted August 16, 2013 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. Share this post Link to post Share on other sites
Ghost0815 1 Posted August 16, 2013 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! Share this post Link to post Share on other sites
kylania 568 Posted August 16, 2013 this is not correct, you can also take over "empty UAVs/UGVs! You sure can! You cannot control them, but you certainly can take them over. Share this post Link to post Share on other sites
arjay 7 Posted August 17, 2013 (edited) 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 August 17, 2013 by ARJay Share this post Link to post Share on other sites
kylania 568 Posted August 17, 2013 myUAV = [getPos player, 0, "B_UAV_02_F", WEST] call BIS_fnc_spawnVehicle; createVehicleCrew (myUAV select 0); Share this post Link to post Share on other sites
Coding 12 Posted August 17, 2013 Little sidequestion: Is the usage of "BIS_fnc_spawnVehicle" better than "createVehicle"? Share this post Link to post Share on other sites
kylania 568 Posted August 17, 2013 I wasn't able to get "FLYING" to work with creatVehicle and the uav. Share this post Link to post Share on other sites
simon1279 52 Posted August 17, 2013 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 Share this post Link to post Share on other sites
Two Dogs 12 Posted August 29, 2013 How can I start a soldier with uav disassembled and in pack? Share this post Link to post Share on other sites
kylania 568 Posted August 29, 2013 Just put down a UAV Operatir unit. Share this post Link to post Share on other sites
Two Dogs 12 Posted August 29, 2013 I did that and the pack is empty. Share this post Link to post Share on other sites
kylania 568 Posted August 29, 2013 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. Share this post Link to post Share on other sites