prykpryk 11 Posted December 30, 2013 (edited) Most of us (especially in communities) play on Veteran or Elite. Enemy tags are disabled and Uavs are quite underpowered. I have made a script that scans for Uavs on given side and places markers on map where visible units are. It takes terrain, objects and range into account. You can customize some variables on the beginning of the script. Place execVM "PrykUav.sqf" in mission init. If you want to attach script to manned vehicle or unit execute this spawn PrykUavInit - not working _what = this spawn {While {isNil "PrykUavInit"} do {sleep 2}; _this spawn PrykUavInit;} - use this . Comments are welcome. Dropbox download Version v1.5 is now PvP compatible. Please give some feedback. I don't play PvP so it is hard for me to check the script. Edited March 24, 2014 by prykpryk Share this post Link to post Share on other sites
CSLALUKI 30 Posted December 30, 2013 Very nice work ! Thanks prykpryk. Share this post Link to post Share on other sites
Guest Posted December 30, 2013 (edited) Release frontpaged on the Armaholic homepage. Uav Marker Script v1.4 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Edited January 9, 2014 by Guest updated with version 1.4 Share this post Link to post Share on other sites
eymerich 11 Posted January 5, 2014 INteresting idea... gonnna try it Share this post Link to post Share on other sites
prykpryk 11 Posted January 9, 2014 (edited) Version 1.4 is there. v1.1 - Changed marker colors and shapes v1.2 - Added: range based on fog v1.3 - Added: Search for UAVs only on given (PrykUav_side) side. No idea how was it missing. Fixed: Undef. variable errors for UAV range marker. Fixed: Semi-transparent markers will be able turn opaque again. Changed: Marker get transparent proportionally to age. v1.4 - Added: PrykUav_maxRange Checks if uav CanMove Edited January 10, 2014 by prykpryk Share this post Link to post Share on other sites
johnny-o-rama 34 Posted January 16, 2014 I get an error message when I try tp place the code in an unit execute "spawn: Type String; expected code" need help please Share this post Link to post Share on other sites
prykpryk 11 Posted January 18, 2014 It would be better if you named the unit you want to attach script to. Next, at the end of init.sqf add "_whatever = unitname spawn PrykUavInit" Share this post Link to post Share on other sites
johnny-o-rama 34 Posted January 25, 2014 It would be better if you named the unit you want to attach script to.Next, at the end of init.sqf add "_whatever = unitname spawn PrykUavInit" I have the same problem but what does "whatever" mean? It doesn't work like that here. Share this post Link to post Share on other sites
prykpryk 11 Posted January 25, 2014 (edited) My previous solution was bad. Try to use this line in unit init. _what = this spawn {While {isNil "PrykUavInit"} do {sleep 2}; _this spawn PrykUavInit;} Edited January 25, 2014 by prykpryk Share this post Link to post Share on other sites
johnny-o-rama 34 Posted January 25, 2014 that works. thank you :) Share this post Link to post Share on other sites
nomisum 129 Posted January 25, 2014 neat script. gonna use this in my first A3 mission. thank you! sadly i cant get the drone to fly in heights out of enemy range (flyinheight doesnt work). so i am currently disabling damage. maybe i will set it to captive so the ai stops firing at it at least. Sent from mobile Share this post Link to post Share on other sites
-J4F-Thunder666 0 Posted February 26, 2014 that what we looking for, really nice ! Make PvP compatible (use addMarkerLocal) this will be phantastic if we can see/show only enemy Units in PvP. Cant wait for this :) Share this post Link to post Share on other sites
johnny-o-rama 34 Posted March 16, 2014 can I make this work with the RQ-11B RAVEN mod? http://forums.bistudio.com/showthread.php?171460-RQ-11B-RAVEN-for-Arma-3-RELEASED! Share this post Link to post Share on other sites
prykpryk 11 Posted March 16, 2014 You can use it with every vehicle. Share this post Link to post Share on other sites
johnny-o-rama 34 Posted March 20, 2014 can you tell me how? Share this post Link to post Share on other sites
Dreadp1r4te 10 Posted March 23, 2014 Will be watching this intently for that PVP update. This is definitely something I need on my server. Great work, man. This gives UAVs the love they need. Share this post Link to post Share on other sites
prykpryk 11 Posted March 24, 2014 (edited) Everything you need is in first post. PvP version is coming :) Edited March 24, 2014 by prykpryk Share this post Link to post Share on other sites
prykpryk 11 Posted March 24, 2014 PvP version is out! v1.5 - Script is now local to players. Give some feedback if JIP players experience problems. Added: PvP compatibility Fixed: Empty vehicles change their colour when somebody gets in Added: Ship markers. Don't ask me how I missed that Changed: PrykUav_recogSide parameter. Script now colours markers according to the side colour, not to the friendliness. Share this post Link to post Share on other sites
Guest Posted March 24, 2014 Release frontpaged on the Armaholic homepage. Uav Marker Script v1.5 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
johnny-o-rama 34 Posted March 25, 2014 the RAVEN UAV isn't a manned unit tho. any ideas how to make it work anyway? Share this post Link to post Share on other sites
-J4F-Thunder666 0 Posted March 28, 2014 but it shows both Sides(friendly, enemy) right ? Not only enemy ? Thunder Share this post Link to post Share on other sites
-J4F-Thunder666 0 Posted March 28, 2014 ok tested on lokal and dedic. Server. this >>> init.sqf execVM "PrykUav.sqf"; and _null = this spawn {While {isNil "PrykUavInit"} do {sleep 2}; _this spawn PrykUavInit;} in the init Line Player or a Trigger(Condition: is alive Player). 1. all i get is the orange or red Markers(changing false/true) of the empty Vehicles in west Base. Nothing else ! this Markers do not disappear after the given Time. Always visible.(?) 2. i get no other Makers at Map. No friendly or enemy Markers. (??) tested with a manned Greyhawk. :( please include a simple example Mission for pvp to test it at Server. thx in advance greetings Thunder Share this post Link to post Share on other sites
prykpryk 11 Posted March 28, 2014 @[J4F]Thunder666 I think i should clarify the manual in the first post. :) You get only orange and red markers in your base because you made your player an Uav. You don't need to use second command at all. Unless you want a unit (player) to scan for another units. The script, by default, scans for any new Uavs every 20 seconds. Empty vehicles are on civilian side so, as long as parameter PrykUav_recogSide is set to true, their markers should be purple. @Johnny-O-Rama If this vehicle is true Uav (it is recognized by game as one and you can remote control it) it should work automatically. Share this post Link to post Share on other sites
johnny-o-rama 34 Posted March 29, 2014 hm ya that's the thing, to me it seems that it's not a true UAV (unmanned). You don't need the UAV terminal to control it. So I guess it would be kinda difficult to make it work. either we make the RAVEN a manned vehicle or make a special code / script for it (I'm not really into scripting :( ) Share this post Link to post Share on other sites
prykpryk 11 Posted March 29, 2014 then if you placed that Raven in editor, put this in init line of the plane _null = this spawn {While {isNil "PrykUavInit"} do {sleep 2}; _this spawn PrykUavInit;} Share this post Link to post Share on other sites