DSabre 2332 Posted December 30, 2014 Hi Community, I am somehow unable to strip a MQ4A Greyhawk of it's weapons without destroying the turret/camera. What I want is a MQ4A Greyhawk with a pilot and a gunner without weapons. The gunner should only be able to use the camera or the laserpointer. Is anyone able to help me? I failed to find any related issue that would help me. my current config will strip it off its weapons but mess up the turret at the same time. Both pilot and gunner will be a pilot with this config : ( None has access to the camera/turret. I guess I am making a mistake with inheriting the turret class. class UAV_02_base_F; // External class reference class sab_UAV_02_CAS_base_F : UAV_02_base_F { class Turrets; class MainTurret; displayName = "UN UAV base 1"; weapons[] = {"CMFlareLauncher"}; magazines[] = {"240Rnd_CMFlare_Chaff_Magazine"}; class sabTurrets : Turrets { class sabMainTurret : MainTurret { weapons[] = {"Laserdesignator_mounted"}; magazines[] = {"Laserbatteries"}; }; }; }; Any help welcome. Thank you! Share this post Link to post Share on other sites
Ranwer135 308 Posted January 1, 2015 Simple, go to your arma 3 editor, create the uav on map, and drag the ammunition bar all the way from 100 to 0 :cool: Share this post Link to post Share on other sites
DSabre 2332 Posted January 1, 2015 Thanks - that's not really what i wanted to do. I want a vehicle stripped off its weapons in its config. That way it can't be reloaded. Anyway you gave me an idea. Till someone has a better idea I will actually do what you say : ) - just through it's config file. For anyone interested: class B_UAV_02_F; class sab_UN_UAV : B_UAV_02_F { author = "Sabre[Dust]"; _generalMacro = sab_UN_UAV; scope = public; displayName = "UN UAV"; faction = "sab_UN_faction"; vehicleClass = "sab_UN_drones"; hiddenSelectionsTextures[] = {"sab_UN2030\data\UN_UAV.paa"}; class EventHandlers { init = "_sxr = _this execvm ""\sab_UN2030\scr\DroneInit.sqf"";"; }; }; and then I added a script as follows: if !(isServer) exitWith {}; _vehicle = _this select 0; _vehicle setVehicleAmmo 0; sleep 10; seems to work Share this post Link to post Share on other sites
Ranwer135 308 Posted January 2, 2015 Hi again! I looked further into your script, and I found an interesting section where you can find your specific classnames you can add to your plane ;) here: https://community.bistudio.com/wiki/Arma_3_CfgVehicles_WEST#B_UAV_02_F or: if !(isServer) exitWith {};_vehicle = _this select 0; removeAllWeapons _vehicle; _vehicle addWeapon "CMFlareLauncher"; _vehicle addWeapon "Laserdesignator_mounted"; _vehicle addMagazine "240Rnd_CMFlare_Chaff_Magazine"; _vehicle addMagazine "Laserbatteries"; sleep 10; Cheers and hope it works out for you! (haven't tried it yet, but it should work according to the site I found!) Regards, Rawner135 ;) Share this post Link to post Share on other sites
DSabre 2332 Posted January 3, 2015 Thanks alot Ranwer! Actually this is good enough for me. This way people can arm the uav if they want but the default state is unarmed which makes sense for a UN reconnaissance drone : ) Share this post Link to post Share on other sites
Ranwer135 308 Posted January 5, 2015 Your Welcome! :) Share this post Link to post Share on other sites
L. Jessee 0 Posted May 24, 2017 Hmmm.. the Greyhawk is a UAV (UNMANNED Autonomous Vehicle). It doesn't have a pilot or a gunner. Share this post Link to post Share on other sites