mech 3 Posted November 7, 2014 (edited) Hey guys, we are creating a beautiful HQ with some features like live feed control. Here I'm asking about 1. the possibility to place a static UAV controller into the HQ. 2. how to block the players UAV controllers to only their own UAV? 3. or at least to block "big" UAVs from access by mobile player terminals. Thx in advance! Edit: WIP picture with working live streams (2063 kB) Edited November 7, 2014 by mech Share this post Link to post Share on other sites
PlacidPaul 11 Posted November 8, 2014 I have a table with computer for UAV access, you can only access the UAV while standing near it. I use a in editor trigger like this Anybody Repeatedly Present condition player in thisList onActivation player addItem "B_UAVTerminal"; player assignItem "B_UAVTerminal"; hint "UAV Accessed"; onDeactivation player removeItem "B_UAVTerminal"; player unassignItem "B_UAVTerminal"; hint ""; Of course this means any player standing there then accessing UAV terminal will have access to ALL UAVs. Not sure how to restricted this to only one UAV. Maybe using a empty UAV and a gameLogic somehow, but I'm not sure. Maybe someone else would know how.:) Share this post Link to post Share on other sites
jshock 513 Posted November 8, 2014 https://community.bistudio.com/wiki/disableUAVConnectability Share this post Link to post Share on other sites
mech 3 Posted November 8, 2014 Thank you guys, will check out both! Share this post Link to post Share on other sites
chief_wiggum 17 Posted November 8, 2014 (edited) The more elegant version: :cool: Object init: this addAction ["UAV-Terminal","cw_terminal.sqf"]; cw_terminal.sqf: //BY: [AWC] Chief Wiggum private ["_addGPS", "_termianlclass", "_marker", "_object", "_marker_distance", "_has_terminal"]; _addGPS = false; _termianlclass = ""; _object = _this select 0; _marker = createMarkerLocal ["uav_control",position _object]; _marker setMarkerShapeLocal "ICON"; _marker setMarkerTypeLocal "EMPTY"; _marker_distance = player distance (getMarkerPos _marker); _has_terminal = false; switch (side player) do { case WEST: {_termianlclass = "B_UavTerminal";}; case EAST: {_termianlclass = "O_UavTerminal";}; case INDEPENDENT: {_termianlclass = "I_UavTerminal";}; }; If("ItemGPS" in assignedItems player OR "ItemGPS" in items player) then { _addGPS = true; }; If(_termianlclass in assignedItems player) then { _has_terminal = true; }; player addItem _termianlclass; player assignItem _termianlclass; player action ["UAVTerminalOpen", player]; If ((_addGPS) && !("ItemGPS" in items player)) then { player addItem "ItemGPS"; }; WaitUntil {player distance getMarkerPos _marker != _marker_distance}; If !(_has_terminal) then { player unassignitem _termianlclass; player removeItem _termianlclass; }; ~Chief Edited November 8, 2014 by AWC_Chief_Wiggum 1 Share this post Link to post Share on other sites
0verlord-actual 11 Posted December 17, 2014 hey Chief Wiggum, will this work on a dedicated server? I would find this script amazing if so. Share this post Link to post Share on other sites
jshock 513 Posted December 17, 2014 hey Chief Wiggum, will this work on a dedicated server? I would find this script amazing if so. It runs locally on the player, so there shouldn't be any issues on a dedicated. Share this post Link to post Share on other sites
LowFlyZone 10 Posted December 22, 2014 Check out ARP2 objects if you wish, but it's a simple UAV cam not an actual UAV, comes with a neat UAV box you could use tho, for ambience. When the player approaches or opens the box, you could add your traditional UAV terminal to the player as you already do. Share this post Link to post Share on other sites