Jump to content

Search the Community

Showing results for tags 'UAV'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 58 results

  1. Hi Guys, I'm trying to create a souped-up version of the MQ-12 which I also intend to use as a forward scout. This is when I realized that, when playing as a squad leader and carrying a UAV terminal, whenever you take control of the UAV turret, the squad bar disappears, which is quite essential if I want to use it to command the squad using 3D spotting, although it is still available for the UAV pilot/driver control. I've scoured the cfg file of the MQ-12 for any parameter which pertain to this, especially in the MainTurret class but failed to find anything interesting. Curiously enough, I found out that this is also the case for an AR-2 darter spawned in editor or using createVehicle + createVehicleCrew, but NOT for an AR-2 Darter assembled from a Darter Backpack, in which case, the condition is reversed, the Squad Bar is gone when taking control of its pilot control, and remains visible when taking control of the turret. This is why I never noticed any irregularities commanding an AI squad using 3D spotting with the AR-2's turret whenever I deployed it using the Darter Backpack. Another vehicle which has the reverse condition is the UGV stomper, where the squad bar is invisible to the driver control, but visible to turret control. I've scoured the cfg file of the Stomper but also couldn't find anything useful. I'm completely in the dark here on what makes a squad bar visible or not. I have tried using showHUD [true,true,true,true,true,true,true]; where the true on the 7th parameter is supposed to show the squad bar, but this only works for the player character itself and not when I'm assuming control of a UAV. Can anyone explain what makes a squad bar visible or not when assuming control of a UAV? Thank you in advance!
  2. As mentioned in the title, I am unable to manually launch leaflets from any variant of the AL-6 Pelican drone (standard or medical, any faction). This issue also affects other vehicles to various extents. I have followed the instructions listed in https://community.bistudio.com/wiki/Arma_3_Leaflets. I have also deactivated all mods to avoid potential interference. When connecting to an AL-6 carrying leaflets (whether I use pylon settings or the "addmagazine"/"addweapon" commands in the drone's init), in the UAV Terminal , I see "Leaflet Dispenser" and "1 Leaflet" listed in the drone's weapons (WPN). However, when taking control of the drone, the weapon info window in the upper right corner remains blank (no weapon name or remaining mags/ammo), and pressing the fire button or attempting to switch weapons does nothing. Scripted leaflet drops (e.g. through the use of waypoints with the "fire" command) appear to work just fine, though. I have done further experiments to isolate the problem, and it seems to affect all single-seat unmanned vehicles in combination with the "Bomb_Leaflets" weapon. Single-seat manned vehicles (such as aircraft) also seem to experience the same issue, although I can't be sure that it shares the same root cause. However, unmanned vehicles with separate pilot and turret seats seem to be able to operate leaflet drops manually to some extent, but only if the "selectWeapon" command is used in addition to the commands given in the leaflets instructions link above. For testing purposes, I attempted the following: Adding the "Bomb_Leaflets" weapon and "1Rnd_Leaflets_West_F" magazine to the AR-2 Darter drone: I was able to do a manual leaflet drop, after adding the "selectWeapon" command in the init first. ✔️ Adding the "LMG_RCWS" weapon and "200Rnd_65x39_Belt" magazine to the AL-6 Pelican: I was able to use/fire the weapon while controlling the Pelican drone. The weapon and ammo were also properly listed in the weapon info window. ✔️ Adding the "Bomb_Leaflets" weapon and "1Rnd_Leaflets_West_F" magazine to the UGV Stomper unmanned vehicle - unarmed version (only other unmanned unit without a turret): not working - same conditions as the Pelican, although the weapon info window doesn't even appear.❌ Adding the "Bomb_Leaflets" weapon and "1Rnd_Leaflets_West_F" magazine to the A-164 Wipeout single-seat aircraft : not working.❌ Adding the "Bomb_Leaflets" weapon and "1Rnd_Leaflets_West_F" magazine to the BTR-K Kamysh APC : The weapon was assigned to the driver in the weapon info window, but I was unable to fire. Switching back and forth from the driver's seat to the gunner's seat removed the weapon, which had been assigned with the "selectWeapon" command. Attempts to assign the weapon to the gunner's seat using the addWeaponTurret/selectWeaponTurret commands were unsuccessful. ➖ Adding the "Bomb_Leaflets" weapon and "1Rnd_Leaflets_West_F" to the AL-6 Pelican using the addWeaponGlobal/addMagazineGlobal commands: not working. ❌ Adding the "selectWeapon" command to the AL-6 Pelican init after addMagazine/addWeapon to force it to use the leaflet launcher: not working. ❌ Any help or further investigation to resolve this problem would be greatly appreciated.
  3. Steam workshop link - https://steamcommunity.com/sharedfiles/filedetails/?id=1618325439 MISSION Russians have invaded the small peaceful island of Malden, and are holding it's citizens captive! Execute missions to weaken the russian presence on the island and set it's citizens free! A randomly generated campaign, execute missions and lead the United States Armed Forces to capture the island of Malden and win the war against the Russian Federation. FEATURES Random AO - One of Malden's cities, the main airport, or the military island base will be selected to attack. Finish one and another is generated. Random Selectable Side Missions - If you want a bit more excitement, you can choose a side mission from the mapboard at base. It will open the map and show you all available missions. Side missions range from diffusing a bomb on your officer, to stealing an enemy supply truck, to finding and rescuing a downed pilot, plus much more. Every time you open the side mission map, there will be different missions at different locations, so if you don't like what's available, just close it and reopen it. Civilian Population and Traffic - There is a heavy civilian presence on Malden, its citizens populate most of the island and are driving cars (shocking!), and walking around everywhere. They aren't hostile to our forces. In fact the reason we are on malden is for them, as the russians have invaded and are making their life a living hell. Recruitable AI - You can recruit AI units from the officer at base. Please allow them a few seconds to get deployed and join your group. If you wish to dismiss a unit, simply walk up to him and select 'Dismiss.' Mobile Respawn - There are 3 mobile respawn vehicles, a 4 door Humvee, an unarmed M113, and an unarmed MRAP. They should have green letters above them saying M.H.Q. 1, 2, or 3. When you die, simply choose which M.H.Q. you wish to respawn on, or just choose to spawn at base. If a M.H.Q. is destroyed, it will respawn at base. Revive - You can be revived by your teammates if you are incapacitated. There is a 5 minute window to be revived before you die. Players can only revive other players, A.I. units do not revive or become incapacitated, they simply die. HALO Jumping - You can HALO Jump by choosing H.A.L.O. Jump from the mapboard at base. You can also choose H.A.L.O. Group to jump with your squad members. CAUTION: if you have joined another players group, it will force ALL GROUP MEMBERS to jump as well! Dynamic Group System - Press the Teamswitch key (Default "U") to open the group menu. Here you can create/disband your own group, invite other players, join or leave another players group. Virtual Arsenal - There is an ammobox at base with virtual arsenal, and all MHQ vehicles are virtual arsenal enabled. You may also call in a supply drop which has virtual arsenal. AVAILABLE SUPPORT (Called with 0-8 on Radio) Supply Drop - An ammobox will drop near you and be marked with green smoke. This box will have virtual arsenal. UAV Recon - Click a location on the map and after the data from the UAV comes in, all hostile and friendly units will be marked for 3 minutes. These markers will not be updated, so be aware units may move around. Artillery, Mortars, Carpet Bomb - Choose one of the 3 from the support menu and click on the map to rain down some good ol' american pop rocks on the enemies. Caution when using in cities, as it may result in lots of civilian casualties, our mission is to protect the civilians, not kill them. Laser Designated Missile - If you have a laser designator, you can call in laser designated missile strikes. You must keep your laser designator on the target until the missile strikes. (There might currently be a bug that removes the missile if you turn the designator off). Fast Travel Transport Helis - A UH-60 and MH-9 are available to transport you around Malden. When you select the heli you want, it will mark an LZ near your location and head that way. Green smoke will automatically be popped at the LZ when the Heli is near. Once you get in, choose "Give a LZ to the Pilot" and it will head to that location. After a few seconds, the screen will go black and you will fast travel to the location. If at any moment the heli becomes bugged out, choose "Detonate Heli Transport' from your action menu to destroy the heli and make the support available again. Paratroop Reinforcements - Click on the map and a squad will paradrop on your location. After the squad has landed, they will fall under your command (Or your group leader's, if you are in another player's squad). Requires both RHS USAF and AFRF. Credits: DUWS by Kibot. Modified Version by BigShot. EOS script & Occupation mission by BangaBob Civilian scripts by Enigma ATM Airdrop HALO script by PokerTour. Defuse Bomb script by Cobra4v320. Thanks to Kempco for the mapsize script. Thanks to FrankHH for correcting the typos. Thanks to Yumsum, Porte and Phil for all their patience in testing.
  4. Hi there.... As you may know I'm working on a Logistic ship. I want to add UAV control capabilities to the ship so characters in Gunner positions can access and connect to UAVs. I'm null at scripting except the most basic things and I know nothing about dialogs and GUIs therefore I would like to ask for help coding the dialog and required scripts. I know some scripting commands such as remote control and switchcamera that allow taking control remotely of a UAV. One theoretically could script some addaction commands to allow changing positions between driver and gunner and revert to the console. The problem is the GUI. I have no idea about GUI and dialogs
  5. I was wondering if it would be posible to somehow clone the UAV Terminal Dialog and Access it via an action in a vehicle. I can add an action that excutes this scripting command: UAVTerminal = createDialog "RscDisplayAVTerminal"; But the dialog doesn't work and doesn't allow connecting to UAVs or anything. I have absolutely NO IDEA of dialogs…. But I would like to allow certain gunner positions in a vehicle to behave as UAV terminals. Any help? Thanks!!!
  6. Hello, I'm trying to recreate the script that was used in Apex mission 6 for the aerial drone - to prevent players interacting with UAV waypoints. GOAL: Have players only be able to control a UAV Drone gunner, and NOT be able to mess with the scripted Drone waypoints in any way. Don't show drone waypoints on UAV Terminal map at all (like in mission 6 of Apex). WHAT I HAVE SO FAR: Using lockDriver and enableUAVWaypoints I got very close to solving this problem on my own. However, the Drone waypoint will still show on player's Terminal and they can still delete it using right click menu. In Apex mission 6, the LOITER waypoint that is pre-placed in EDEN is not visible on player's Terminal maps so they can't mess with it. You can "hack" around this by looping setAutonomous to false, but this will still show the waypoint on map, and reset th Drone's flyInHeight every time a player clicks the Autonomous box in Terminal. Is there a better solution? I can't find it in Apex Mission 6 files. How did they hide the waypoint? (setWaypointVisible has no effect on Terminal map...)
  7. Been reading and playing around with various configs and learning as I go but I need community assistance as I can't find or understand what I am looking for. Basically looking at converting a BLUFOR fighter into a UAV for learning and purposes. I know about add IsUav=1 etc and it works however you cannot choose "gunner" from the UAV terminal. You have to be pilot/gunner in one. Can someone please explain how I can add a dummy turret ( and I'm only assuming from what I have read this is correct item I shld be looking at ) if there isnt a position setup on the plane. Thanks
  8. There's probably an easy fix, but I don't get it. I have a mission where the guys are searching for some UAVs and UGVs. The problem is, the UAV/UGVs are showing on map (even with show/hide module). How do I fix it? I've checked that when I place them, they have no crew. I also want to have "Show friendlies on map" on.
  9. Hi everyone, as from topic, I've noted that sometimes, when I have access to multiple UAVs/UGVs and I switch between them using the UAV tablet, after a while I become unable to connect to them anymore: they keep their task (like circling an area) but the icon in the UAV terminal, instead of showing a circle around the selected UAV, shows an X on it. Also their are not selectable anymore on the scroll menu, neither I can access the controls of the last UAV used. I've been able to reconnect manually (using the action "connect to UAV") with a KH3A which, for some unknown reasons, has landed on a nearby airport... How to solve this problem? Someone has already stumbled upon it? Thanks!
  10. Hey guys. Does anybody know if there's a way to instantly fix the UAV turret on a position? Using lockCameraTo doesn't work very well (when you switch away from the UAV and if its direction has changed since last time, it takes time for the turret to adjust)
  11. I know that there are other threads about this, But i still wanted to open my own for simplicity. So this is what i have done. I took a normal hummingbird for testing and i added/edited this in the config: crew="B_UAV_AI"; isUav=1; And that actually worked. I can now control it with the UAV terminal. BUT since "crew="B_UAV_AI";" Makes it so that the pilot seats are busy with the invisible UAV personel. Which means that i can't sit there but only "ride in back" So my question is, is it possible to make it controllable + make the pilot seats empty so that i can sit there also? I don't know much about scripting in arma, but i know how to convert the config.bin to config.cpp, and then make it an addon but that's pretty much it. Thanks!!
  12. Hi everyone ! I want to move an UAV ( with ~ 2/4 meter precision ). I used this script VEH = createVehicle ["B_UGV_01_rcws_F",position player, [], 1, "NONE"]; createVehicleCrew VEH; VEH setCombatMode "BLUE"; VEH setBehaviour "STEALTH"; VEH move position player; VEH disableAI "ALL"; VEH enableAI "MOVE"; But the vehicle stop at 20 meter of the position where he should be . I tried also with waypoint and i have the same issues Thank :)
  13. So basically, I was wondering if there is any way to add a role into my server, where a player can control static AA such as a Praetorian or Centurion from their UAV terminal? Is there any script that would allow this to work on the server?
  14. Interesting problem I know. It probably is something quite simple but I can't figure it out. Now, I'm fairly new to scripting (about six months) so I'm not 100% sure what I should do. The basic premise is that the player has a UAV with an M136 launcher on it. The drone then fires that launcher. Got that part down. I've even got it so that the drone rearms when it goes back to "Home". Now, what I'd like to do is to have the players rearm it in the field. They can have a launcher on their back, bring the drone to them and then attach the launcher onto the drone. The drone has a new launcher and the player looses theirs. Here is the code that I have so far. I know that it must be very simple but any help is very much welcome in advance. For you're consideration, I'm using ACE, CBA, RHS (All four modules) and more quality of life mods. Nothing that would effect scripting in any way.
  15. if I had the darter I could lock the camera simply by doing- _uav lockCameraTo [(screenToworld [0.5,0.5]), [0]]; and if I wanted to show an on screen PIP of the uav feed I create a camera object and place it like this- _cam attachTo [_uav, [0,0,0], "PiP0_pos"]; how can I do both of these for the pilotCamera found on planes in the new jets DLC? Thanks guys. -o5
  16. I would like to know if anyone else is having this bug or if someone could help me fix mine... but as of the update with the Tanks DLC coming in, I'm not able to switch to any weapons when I'm connected to the Greyhawk drones...I've tried restarting Arma, re-downloading Arma, verifying cache...and nothing worked. I could use the laser just fine and the turret works completely fine, but I can't switch to the weapons when I have the GBUS on the drones. Any info on this matter will do... Thanks!
  17. I am editing and improving an old copy of AW Invade and Annex and converting everything to RHS assets. Everything is working except the restrictions.sqf. Apparently, it does not work very well with modern versions of Arma 3. Is there a modern low-impact way to white-list sniper and UAV assets? I just want the rhs UAV operator to have access to the UAV terminal, and to white-list sniper weapons to the RHS sniper slots. But I am looking for a method that has low impact on performance. I tried this script and it will not work at all. https://forums.bohemia.net/forums/topic/186196-restrict-weapons-and-gear-to-certain-units/ Thanks.
  18. I have a F-16 mod, I want to make this as a UAV but i don't know how, any reference about Config?
  19. Following problem, I want to set a UAV that is flying arround a Location for Units on the Ground to use it as an Eye in the Sky. But I want them to only be able to Controll the Gunner/Camera so that they don't start messing arround with it. I allready searched for a solution but didn't find one, it would be nice if someone has a way to accomplish this.
  20. https://imgur.com/a/c7PMH The album is only for viewing you need the .paa format found here - http://bit.ly/ArmaLeaflets The wiki will show you how to get it in game - https://community.bistudio.com/wiki/Arma_3_Leaflets If you want to make your own - The size is 722 x 1024 over a transparent 1024 x 1024 The video below shows how to convert to the proper format Please send me any that you make and I will add them to the dl
  21. ARMA needs a way for multiple players to view a UAVs live feed at once Currently doing research on how multiple players can connect to a UAVs turret view at once . This will be important for a assault team so each member can have eyes on the battlefield from the air using the AV camera. Does anyone know of a way or even a mod to address this gap in drone functionality? Right now, only 1 player can cannot to a UAVs view at a time. Can this feature be added in a patch please?
  22. Hey people. So I have been playing Arma for years but never used planes/UAVs/Drones. So excuse my basic questions. I want to know what shoots targets when you laser designate them? I understand when you laser designate a target a jet can see it via his hud. But I was playing the default tutorial and once you laser designate the slammer that is moving the slammer gets hit with a missile from the sky. I just want to know whats shooting it? I tried making a mission to figure it out and no luck. The jet I put in the map shoots it at will or wont shoot at all. I know I can lock the target via Greyhawk and shoot it with Greyhawk but this is not what I want. Thanks in advance if you can help me out.
  23. 1.66 stable, I have two crewed objects in the editor: Slammer tank and Darter UAV. Both have same init code: this doWatch player; doWatch does good job for my old autonomous turret script for UGVs and static unmanned MGs. At preview tank turns his turret at me (then starts constant 360 horizon scan, which isn't good too BTW), UAV does nothing. Also nothing happens for doTarget (expected). Same for spawned and crewed Darter. Same for (gunner this) doWatch player;. I'm positive, invisible UAV's gunner is manning the only UAV's turret. If I take remote control over this turret and change its direction, after releasing control turret turns back to initial direction. Meanwhile UGV Stomper RCWS behaves same, as Slammer. Is there any way to actually rotate UAV's cam turret (and reliably lock on for, say lasing the target) pointed object/position via script? To change UAV's cam turret direction at all with SQF?
  24. Is there a way to have 2 players control a single drone? 1 control DRIVER the other control GUNNER position.
  25. Hello, I'm doing a mission where there is an empty UAV (that new badass helicopter :D) and in case it's needed, I have a script that creates a crew, set a combat mode and the skill of the helo, but I can't get the uav the follow me... It's a transport helicopter mission so it's here to "defend" me. The actual script: _drone = d1; createVehicleCrew _drone; _drone setCombatMode "RED"; _drone setskill 1; while {alive _drone} do { _drone move getpos player; // _wp = group _drone addWaypoint [position h1, 0]; // _wp setWaypointType "LOITER"; // _wp setWaypointLoiterType "CIRCLE_L"; // _wp setWaypointLoiterRadius 100; sleep 2; }; The _wp variable it's something I've tried that didn't worked neither...
×