DarkBall123 39 Posted December 31, 2022 Kamikaze drone, stable version - 1.0. Tactical barrage ammunition. It carries a warhead and is designed to attack manpower, unprotected and protected equipment. The UAV is launched using the Mk6 82mm mortar. Download: https://steamcommunity.com/sharedfiles/filedetails/?id=2795911738 Technical specifications: - Maximum flight range - 12 Km, - Minimum speed - 101 km/h, - Maximum speed - 200 km/h. Controls: - Mouse rotation - change the direction of flight, - Shift - increase the speed, - Z - decrease the speed, - N - Switch between the image - Standard, NVG and thermal imager, - Scroll the mouse wheel up - camera zoom, - Scroll the mouse wheel down - zoom out. How to launch? To launch the UAV, you need to load a special projectile with it into the Mk6 mortar. There are two ways you can do this: 1) Using the script: mortar addMagazine "SwitchBlade_Shell_AT"; mortar addMagazine "SwitchBlade_Shell_HE"; mortar loadMagazine [[0], "mortar_82mm", "SwitchBlade_Shell_AT"]; 2) You can put a special mortar from our mod, which already has the necessary shells. P.S - During control, when you press Escape, you lose control of the drone! Have a nice game, you can write about bugs in the comments under the mod. 5 Share this post Link to post Share on other sites
Dmitru Pride 0 Posted April 6, 2023 https://imgur.com/a/alziion Hello help please Share this post Link to post Share on other sites
h4wek 43 Posted August 9, 2023 I was thought that this drone go independent to target like cruse missile (without eachframe overwrite - just using arma's engine simulation models) - but how to make it hit when steering AI without eachframe animation :), why arma still haven't command for block control?? (to avoid drone colisions with obstacle - killing driver before impact is not perfect solution for precision) or force drone to fly in to the target directly - even flyhyinheight not work perfectly 😞 Here is simple script for kamikaze drone without this eachframe animation. params ["_drone","_trgetpos"]; if (count _trgetpos < 2) exitwith {}; private _maxspeed = getnumber (configfile >> "CfgVehicles" >> typeof _drone >> "maxSpeed"); _drone addEventHandler ["killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; createVehicle ['Bomb_04_F', getpos _unit, [], 0, "CAN_COLLIDE"]; deletevehicle _unit;}]; private _crew = "C_UAV_AI"; switch (side _drone) do { case WEST: {_crew = "B_UAV_AI";}; case EAST: {_crew = "O_UAV_AI";}; case independent: {_crew = "I_UAV_AI";}; }; deletevehicle (driver _drone); _unit = createAgent [_crew, (getPos _drone), [], 0, "CAN_COLLIDE"]; _unit moveInAny _drone; _drone setVehicleLock "LOCKED"; _drone engineon true; _drone setDestination [getpos waitpoint, "VEHICLE PLANNED", true]; _drone limitSpeed _maxspeed/3; _drone setDestination [_trgetpos, "VEHICLE PLANNED", true]; _drone forceSpeed _maxspeed; _drone limitSpeed _maxspeed; _drone flyInHeight 100; waituntil {sleep 1;!(alive _drone) || ((_drone distance2d _trgetpos) < 1500)}; _drone flyInHeight 200; waituntil {sleep 1;!(alive _drone) || ((_drone distance2d _trgetpos) < 1000)}; _drone flyInHeight 25; waituntil {sleep 0.1;!(alive _drone) || ((_drone distance2d _trgetpos) < 500)}; _drone dowatch _trgetpos; _drone flyInHeight 0; waituntil {sleep 0.1;!(alive _drone) || ( (abs ((((getpos _drone) vectorFromTo _trgetpos) vectorDiff (vectorNormalized(velocity _drone)))#0) < 0.1) && (abs ((((getpos _drone) vectorFromTo _trgetpos) vectorDiff (vectorNormalized(velocity _drone)))#1) < 0.1) && (abs ((((getpos _drone) vectorFromTo _trgetpos) vectorDiff (vectorNormalized(velocity _drone)))#2) < 0.1) && ((_drone distance _trgetpos) < 400) )}; deletevehicle _unit; Share this post Link to post Share on other sites