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Found 58 results

  1. Crocus is a strike Unmanned Aerial Vehicle (UAV) with First-Person View (FPV) video transmission. Available in two modifications: AT (Anti-Tank) and AP (Anti-Personnel). Download Technical Specifications: - Maximum Flight Speed: Up to 140 km/h - Maximum Range: 2 km (or up to 4 km with a repeater) - Flight Time: Around 10 minutes due to the heavy weight of the ammunition. Additional Features: - Repeater enhances signal quality and range. - To use a Repeater, you can set it in the editor by searching for "Signal Booster" in the items section. The “Signal Booster” must be located at a distance of no more than 2 km from the player or drone. For Developers: - The mod operates on the client-side. - The mod is signed. Drone Video Signal Varies Depending On: - Distance from the drone to the operator. - Terrain features (obstacles like elevations can block the signal). - Low flight altitude outside of direct line of sight. - Other objects on the map that may interfere with signal quality. Thanks for the consultation: Lukin It is recommended to control the drone using the mouse.
  2. Im trying to have a task succeed after assembling a ar-2 darter drone, wats the best way to accomplish this?
  3. ampersand38

    Turret IR Laser

    Adds IR laser pointers to all turrets. Toggle via modded keybind, default L. Targeting pods aka pilot cameras can enable an IR laser pointer while locked to a position or object. Zeus can turn on IR laser pointer for selected units and vehicles. Script access: [_vehicle, _turretPath] call til_main_fnc_IRLaserToggle; Steam Workshop GitHub
  4. 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. Hi guys, I'm creating a fun map for my friends and after destroying a unit or vehicle I cannot hack UAV or operate another uav. UAV terminal disables. Here is a video: Arma 3 Editor problem. (youtube) Can you help me about it?
  6. My cute A3 dudes, need some help here. Look this simple example: { if ( (_x distance getMarkerPos markerMainbase) < 100 ) then { hint "To fight, I must leave the mainbase area!"; }; } forEach _playersAlive; Now, how can I code for the same message to NOT be shown for players in gunner positions in UAV's from _arrayMyDrones? I already read this content but all my tries are failing... 😞 https://community.bistudio.com/wiki/UAVControl https://community.bistudio.com/wiki/connectTerminalToUAV https://community.bistudio.com/wiki/isUAVConnected https://community.bistudio.com/wiki/getConnectedUAV
  7. joker006

    KA-137 UAV

    KA-137 UAV for Arma 3. Download: Steam Features: •10 liveries •All parts animated Variants: •KA-137 ; •KA-137 (PK); Credit joker006 BIS - Arma 2 sample model, texture. License / Disclaimer: You are permitted to install and use this software for personal entertainment purposes only. This add-on is meant for ARMA 3 game platform by Bohemia Interactive only. Any commercial or military use is strictly forbidden without permission from the author. Its strictly forbidden to use on any monetized server This addon for Arma 3 is released under APL The authors of this addon give no warranty DO NOT UPLOAD TO STEAM WORKSHOP: NO Steam Workshop reuploads. We will remove any re-uploaded content. If you don't know there is a tool that crawls the Steam Workshop and matches files so even if you upload it for "Private/clan use" we will find it and we will issue a DMCA Take down request. Instead, Just create a Collection and save us all the trouble. Screenshot:
  8. I've been fooling around in the editor getting used to the drones and hitting ground targets when I noticed a weird bug. If you take a UAV (the Greyhawk, for example) and use the automatic land function, the UAV then exhibits strange behavior when you take off again: the drone ignore all waypoints and simply flies off the bottom right of the map. Disconnecting the UAV from the UAV terminal has no effect Toggling "autonomous mode" in the UAV terminal has no effect It is possible to manually take control of the UAV and fly it wherever you want, but as soon as control is released, the UAV will make for the bottom right of the map and just... fly away. What is this? Why is this? Is there a fix? How can I get around this, aside from manually landing all the time? I plan to practice my landings, but it would be nice if the functionality in the game actually... worked.
  9. I have always been saddened by the vanilla UAV gunner camera view. It looks too simple. I started experimenting with a new UAV gunner overlay. I would like to build mod-config that override vanilla UAV camera and also make it a full screen. I have a few questions. How can I avoid stretching my texture in the game? Also I play arma at low res 1366*768 maybe because of this the image is stretched? or it is engine itself and I must write a new config with a new screen resolution? My texture Result in the game In game video with "stretch bug" Final goal implement this texture: Result in the game
  10. Download Campaign (STEAM) Download Campaign (Google Drive) ADDONS - - RHSAFRF - RHSUSAF - CUP TERRAINS CORE - CUP MAPS - CBA Sahrani is on the verge of war. The island is divided into two parts, the Northern part of the control of the Russian Federation, South USA. You play as a regular US Army UAV operator-Dave Smith. The military units of both sides are put on alert. Drone control training is present. The Author Of The Campaign - DarkBall Voice Acting - DarkBall - HORNET - RAY Campaign Tested By: - DarkBall - HORNET - RAY Have a good pass!
  11. This mod enhances the UCAV Sentinel drone to make it a more deadly and effective ISR / UAV platform, the changes are as follows: -Reduces max speed of the AI to 650kph so you don't speed past the target as quickly, manual flight will allow you to fly faster than 650kph. -Changes the zoom capabilities of the turret camera Zoom levels are as follows: 0.5x 2.5x 5.0x 10.0x 20.0x 30.0x 40.0x -Extends the ACE AGM-65 "Maverick" missile time of flight, this ensures the missile does not prematurely detonate before reaching the target. You can find the aircraft under: BLUFOR > NATO > Drones > UCAV Sentinel Enhanced I highly suggest a mod like TAW View Distance to increase your view distance past 12 km.
  12. I want AAF to be able to controll an AN/MPQ-105 BLUFOR radar. I joined the radar with an AAF unit so they should be able controll it. As Host: 1. I am a AAF unit. 2. I pick up the AAF UAV terminal. 3. I open the AAF UAV terminal. 4. The Radar gets shown to me and i can click on it and connect. (It is marked as BLUFOR unit on the map thou) As Client: 0. I restart the mission 1. I am a AAF unit. 2. I pick up the AAF UAV terminal. 3. I open the AAF UAV terminal. 4. I can't see the Radar. I also can't connect by walking up to it and trying it directly. Even test = plLeader connectTerminalToUAV secRadar; doesn't work. I get connected to the UAV but i can't controll it. I also tried placing an empty radar and moved an AAF unit inside it. If i now connect to the radar i can eject the soldier and remote controll him, which of course is not what should happen. Anybody got any suggestions? Thanks in advance!
  13. I can't connect a UAV terminal to a Stomper in a simple Eden mission. I have a UAV termianl but when I open it I don't get an option to connect to the Stomper. If I get into the Stomper passenger seat I can connect to the Stomper but I can't make it do anything, like start engine, move, switch to driver/gunner view. I can connect the UAV terminal to a darter and fly the darter. All help greatfully apreciated S Edit1: The issue seems to be associated with placing UAVs using the Edent editor. Then I can't connect to them or find them in the terminal. So I can connect to and control a Darter that the player has in a backback and has dissasembled but if I place it in the mission I can't.
  14. Hello guys, i'm new to scripting and i really need some script to make sure only one specific player wil be able to connect to 4 specifics UAVs, of course not at the same time. It's possible? Thaks alot!
  15. I want to make the UAV screen on Tv Or electronic device. I do follow this video https://www.youtube.com/watch? But error like and I don' know how to fix I
  16. I have a number of static AA in my mission and would like to hide them all from the UAV terminal's list when the player opens it, due to the clutter they are creating. Players being BluFor, I know I could add the AA to Independent, but I don't want to do that because it'll limit my ability to use Independent as friendly OR enemy at a later time. So far all I can come up with is to add a hidden unit for each AA and script their connection. Is there a better way to achieve this?
  17. When I use the UAV (greyhawk) the weapon/ammo is controlled by the pilot and not the gunner. While in the gunner position, I can only use the laser. How do I fix this? For those asking, yes I tried to cycle to a new weapon using "F". I also have the "dcons vehicle spawner mod" so do you think that its a mod issue and not a game issue? And if I spawn in a UAV using the zeus editor this problem doesnt exist. Only when using the mod. :)
  18. Need some help adjusting the flight characteristics. The UAV is too responsive to input and crashes unless it is in auto hover mode. If someone can point me at the correct portion of the config or the wiki to learn what I am doing wrong I would appreciate it. class CfgPatches { class EBU_BlackHornet_F { addonRootClass="A3_Drones_F"; requiredAddons[]= { "A3_Drones_F" }; requiredVersion=0.1; units[]= { "B_BH_01_F" }; weapons[]={}; }; }; class CfgFunctions { class ebu { tag = "ebu"; class pickup { file = "BlackHornet2\function"; class pickup {}; class place {}; }; }; }; class CfgWeapons { class ItemCore; class InventoryItem_Base_F; class ACE_ItemCore; class CBA_MiscItem_ItemInfo; class blackhornetitem: ACE_ItemCore { scope=2; author="Nichols"; displayName="Black Hornet PRS"; descriptionShort=""; picture=""; model="\BlackHornet2\blackhornet.p3d"; class ItemInfo: CBA_MiscItem_ItemInfo { mass = 2; }; }; }; class CfgVehicles { class Man; class CAManBase: Man { class ACE_SelfActions { class blackhornet_place { displayName="Place Black Hornet PRS"; condition="'blackhornetitem' in (items _player)"; statement="[_player,'blackhornetitem'] call ebu_fnc_place"; exceptions[]= { "isNotSwimming" }; showDisabled=0; icon=""; }; }; }; class Air; class Helicopter: Air { class Turrets; class HitPoints; }; class Helicopter_Base_F: Helicopter { class Turrets: Turrets { class MainTurret; }; class HitPoints: HitPoints { class HitHRotor; class HitHull; }; class AnimationSources; class EventHandlers; class ViewOptics; class ViewPilot; class Components; class ACE_Actions { class ACE_MainActions; }; }; class BH_01_base_F: Helicopter_Base_F { features="Randomization: No <br />Camo selections: 1 - the whole body <br />Script door sources: None <br />Script animations: None <br />Executed scripts: None <br />Firing from vehicles: No <br />Slingload: No <br />Cargo proxy indexes: None"; author="$STR_A3_Bohemia_Interactive"; mapSize=4; class SpeechVariants { class Default { speechSingular[]= { "veh_air_UAV_s" }; speechPlural[]= { "veh_air_UAV_p" }; }; }; class ACE_Actions: ACE_Actions { class ACE_MainActions: ACE_MainActions { }; }; textSingular="$STR_A3_nameSound_veh_air_UAV_s"; textPlural="$STR_A3_nameSound_veh_air_UAV_p"; nameSound="veh_air_UAV_s"; _generalMacro="UAV_01_base_F"; editorSubcategory="EdSubcat_Drones"; scope=0; displayName="$STR_A3_CfgVehicles_UAV_01_base0"; isUav=1; uavCameraDriverPos="pip_pilot_pos"; uavCameraDriverDir="pip_pilot_dir"; extCameraPosition[]={0,-0.25,-0.3499999}; //{0,1.5,-5}; //picture = "\A3\Drones_F\Air_F_Gamma\UAV_01\Data\UI\UAV_01_CA.paa"; extCameraParams[]={0.93000001,10,30,0.25,1,10,30,0,1}; formationX=10; formationZ=10; memoryPointTaskMarker="TaskMarker_1_pos"; memoryPointDriverOptics="pip_pilot_pos"; driverOpticsModel="A3\drones_f\Weapons_F_Gamma\Reticle\UGV_01_Optics_Driver_F.p3d"; driverForceOptics=1; disableInventory=1; unitInfoType="RscOptics_AV_pilot"; unitInfoTypeRTD="RscOptics_AV_pilot"; damageEffect="UAVDestructionEffects"; damageTexDelay=0.5; dustEffect="UAVDust"; waterEffect="UAVWater"; washDownDiameter="0.1f"; washDownStrength="0.1f"; killFriendlyExpCoef=0.1; accuracy=1.5; camouflage=1; audible=0.1; armor=0.1; cost=20000; altFullForce=50; altNoForce=100; LODTurnedIn=-1; LODTurnedOut=-1; epeImpulseDamageCoef=5; fuelExplosionPower=0; vehicleClass="Autonomous"; model="\BlackHornet2\blackhornet.p3d"; icon="\A3\Drones_F\Air_F_Gamma\UAV_01\Data\UI\Map_UAV_01_CA.paa"; picture="\A3\Drones_F\Air_F_Gamma\UAV_01\Data\UI\UAV_01_CA.paa"; class Reflectors { }; startDuration=3; maxSpeed=100; // maxSpeed = 100; precision=15; steerAheadSimul=0.5; steerAheadPlan=0.69999999; predictTurnPlan=2; predictTurnSimul=1.5; damageResistance = 0.00555; bodyFrictionCoef=0.01; fuelCapacity=25; maxFordingDepth=0.0; threat[]={0.1,0.1,0.1}; mainRotorSpeed = -7.0; // mainRotorSpeed = -7; backRotorSpeed = 7.0; // backRotorSpeed = 7; liftForceCoef = 1; // liftForceCoef = 1; cyclicAsideForceCoef = 0.6; // cyclicAsideForceCoef = 2; cyclicForwardForceCoef = 0.3; // cyclicForwardForceCoef = 1.2; backRotorForceCoef = 5; // backRotorForceCoef = 5; mainBladeRadius = 0.01; maxMainRotorDive= 70; // maxMainRotorDive = 70; minMainRotorDive= -7; // minMainRotorDive = -7; neutralMainRotorDive=0; // neutralMainRotorDive = 0; gearRetracting=0; tailBladeVertical=1; radarTargetSize=0.0; visualTargetSize=0.01; irTarget=0; lockDetectionSystem=0; incomingMissileDetectionSystem=0; weapons[]={}; magazines[]={}; irScanRangeMin=0; irScanRangeMax=0; irScanToEyeFactor=1; class TransportItems { }; destrType="DestructDefault"; driverCompartments="Compartment3"; cargoCompartments[]= { "Compartment2" }; class HitPoints: HitPoints { class HitHull: HitHull { armor=0.1; }; class HitHRotor: HitHRotor { armor=0.30000001; }; }; class Damage { tex[]={}; mat[]= { "A3\Drones_F\Air_F_Gamma\UAV_01\Data\UAV_01.rvmat", "A3\Drones_F\Air_F_Gamma\UAV_01\Data\UAV_01_damage.rvmat", "A3\Drones_F\Air_F_Gamma\UAV_01\Data\UAV_01_destruct.rvmat" }; }; class ViewPilot: ViewPilot { minFov=0.25; maxFov=1.25; initFov=1; initAngleX=0; minAngleX=-65; maxAngleX=85; initAngleY=0; minAngleY=-150; maxAngleY=150; }; class Viewoptics: ViewOptics { initAngleX=0; minAngleX=0; maxAngleX=0; initAngleY=0; minAngleY=0; maxAngleY=0; minFov=0.25; maxFov=1.25; initFov=0.75; visionMode[]= { "Normal", "NVG", "Ti" }; thermalMode[]={0,1}; }; class MFD{}; reportRemoteTargets=1; reportOwnPosition=1; class Components {}; attenuationEffectType="OpenHeliAttenuation"; class Turrets {}; soundGetIn[]= { "", 1, 1 }; soundGetOut[]= { "", 1, 1, 50 }; soundEnviron[]= { "", 0.031622775, 1 }; soundDammage[]= { "", 0.56234133, 1 }; soundEngineOnInt[]= { "A3\Sounds_F\air\Uav_01\quad_start_full_int", 0.056234133, 1 }; soundEngineOnExt[]= { "A3\Sounds_F\air\Uav_01\quad_start_full_01", 0.056234133, 1, 50 }; soundEngineOffInt[]= { "A3\Sounds_F\air\Uav_01\quad_stop_full_int", 0.056234133, 1 }; soundEngineOffExt[]= { "A3\Sounds_F\air\Uav_01\quad_stop_full_01", 0.056234133, 1, 50 }; soundBushCollision1[]= { "A3\Sounds_F\vehicles\crashes\helis\Heli_coll_bush_int_1", 0.01, 1, 50 }; soundBushCollision2[]= { "A3\Sounds_F\vehicles\crashes\helis\Heli_coll_bush_int_2", 0.01, 1, 50 }; soundBushCollision3[]= { "A3\Sounds_F\vehicles\crashes\helis\Heli_coll_bush_int_3", 0.01, 1, 50 }; soundBushCrash[]= { "soundBushCollision1", 0.033000001, "soundBushCollision2", 0.033000001, "soundBushCollision3", 0.033000001 }; soundWaterCollision1[]= { "A3\Sounds_F\vehicles\crashes\helis\Heli_coll_water_ext_1", 0.01, 1, 50 }; soundWaterCollision2[]= { "A3\Sounds_F\vehicles\crashes\helis\Heli_coll_water_ext_2", 0.01, 1, 50 }; soundWaterCrashes[]= { "soundWaterCollision1", 0.05, "soundWaterCollision2", 0.05 }; Crash0[]= { "A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_1", 0.01, 1, 50 }; Crash1[]= { "A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_2", 0.01, 1, 50 }; Crash2[]= { "A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_3", 0.01, 1, 50 }; Crash3[]= { "A3\Sounds_F\vehicles\crashes\cars\cars_coll_big_default_ext_4", 0.01, 1, 900 }; soundCrashes[]= { "Crash0", 0.25, "Crash1", 0.25, "Crash2", 0.25, "Crash3", 0.25 }; class Sounds { class Engine { sound[]= { "A3\Sounds_F\air\Uav_01\quad_engine_full_01", 0.044668359, 1, 50 }; frequency="rotorSpeed"; volume="camPos*((rotorSpeed-0.72)*4)"; }; class RotorLowOut { sound[]= { "A3\Sounds_F\air\Uav_01\blade", 0.031622776, 1, 50 }; frequency="rotorSpeed"; volume="camPos*(0 max (rotorSpeed-0.1))"; cone[]={1.6,3.1400001,1.6,0.94999999}; }; class RotorHighOut { sound[]= { "A3\Sounds_F\air\Uav_01\blade_high", 0.031622776, 1, 50 }; frequency="rotorSpeed"; volume="camPos*10*(0 max (rotorThrust-0.9))"; cone[]={1.6,3.1400001,1.6,0.94999999}; }; class EngineIn { sound[]= { "A3\Sounds_F\air\Uav_01\quad_engine_full_int", 0.056234133, 1 }; frequency="rotorSpeed"; volume="(1-camPos)*((rotorSpeed-0.75)*4)"; }; class RotorLowIn { sound[]= { "A3\Sounds_F\air\Uav_01\blade_int", 0.056234133, 1 }; frequency="rotorSpeed"; volume="(1-camPos)*(0 max (rotorSpeed-0.1))"; }; class RotorHighIn { sound[]= { "A3\Sounds_F\air\Uav_01\blade_high_int", 0.056234133, 1 }; frequency="rotorSpeed"; volume="(1-camPos)*3*(rotorThrust-0.9)"; }; }; class Library { libTextDesc="The FLIR Black Hornet PRS equips the non-specialist dismounted soldier with immediate covert situational awareness (SA). Game-changing EO and IR technology bridges the gap between aerial and ground-based sensors, with the same SA as a larger UAV and threat location capabilities of UGVs. Extremely light, nearly silent, and with a flight time up to 25 minutes, the combat-proven, pocket-sized Black Hornet PRS transmits live video and HD still images back to the operator."; }; hiddenSelections[]= { "camo1" }; class TextureSources { class Indep { displayName="$STR_A3_TEXTURESOURCES_INDEP0"; author="$STR_A3_Bohemia_Interactive"; textures[]= { "\A3\Drones_F\Air_F_Gamma\UAV_01\Data\UAV_01_INDP_CO.paa" }; factions[]= { "IND_F" }; }; class Opfor { displayName="$STR_A3_TEXTURESOURCES_OPFOR0"; author="$STR_A3_Bohemia_Interactive"; textures[]= { "\A3\Drones_F\Air_F_Gamma\UAV_01\Data\UAV_01_OPFOR_CO.paa" }; factions[]= { "OPF_F" }; }; class Blufor { displayName="$STR_A3_TEXTURESOURCES_BLU0"; author="$STR_A3_Bohemia_Interactive"; textures[]= { "\A3\Drones_F\Air_F_Gamma\UAV_01\Data\UAV_01_CO.paa" }; factions[]= { "BLU_F" }; }; }; }; class B_BH_01_F: BH_01_base_F { author="$STR_A3_Bohemia_Interactive"; editorPreview="\A3\EditorPreviews_F\Data\CfgVehicles\B_UAV_01_F.jpg"; _generalMacro="B_BH_01_F"; displayName="Black Hornet PRS"; scope=2; side=1; faction="BLU_F"; crew="B_UAV_AI"; typicalCargo[]= { "B_UAV_AI" }; accuracy=0.5; class ACE_Actions: ACE_Actions { class ACE_MainActions: ACE_MainActions { selection="taskmarker_1_pos"; class ACE_Pickup { selection=""; displayName="Pickup Black Hornet PRS"; distance=5; condition="(alive _target)"; statement="[_target,_player] call ebu_fnc_pickup"; showDisabled=0; exceptions[]={}; icon=""; }; }; }; hiddenSelectionsTextures[]= { "BlackHornet2\hornetFLIR_CO.paa" }; textureList[]= { "Blufor", 1 }; }; };
  19. I've tried multiple things in the init field of the drone, but none seems to work. Here are the things I've tried: uav1 fireAtTarget [target1, weaponMuzzleName] // does nothing uav1 doTarget target1 // does not fire laser marker uav1 commandFire target1; // does nothing uav1 fire "Laserdesignator"; // does nothing uav1 selectWeapon "Laserdesignator"; // does nothing uav1 forceWeaponFire ["Laserdesignator","Laserdesignator"]; // does not fire laser marker either, with or without the previous line uav1 fireAtTarget [target1, "Laserdesignator"]; // this one gives an error... 😛 Ready to give up lol! Nevermind, I found it! 🙂 ANSWER Here is what turns on the laser on the Darter: bool = uav1 fireAtTarget [target1, "Laserdesignator_mounted"]; Also how do you change the UAV feed to FLIR by script?
  20. Hey, I am prepping a mission which will feature stativ UAV terminals for players to use. Their intent is to allow for connecting to jets turret gunners when using an action, and remove the uav terminal when leaving the uav interface. What I got so far is this: initServer.sqf: WaitUntil {!(isNil "turret6")}; //waiting for the spawn of the last turret in sequence [ turret_controller_1, "Control turret 1", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_hack_ca.paa", "_this distance _target < 2", "_caller distance _target < 2", {}, {}, {execVM "scripts\turret_control_1.sqf"}, {}, [], 2, 0, false, false ] remoteExec ["BIS_fnc_holdActionAdd", 0, turret_controller_1]; and turret_control_1.sqf: player linkItem "B_UavTerminal"; player connectTerminalToUAV turret1; player action ["SwitchToUAVGunner", getConnectedUAV player]; WaitUntil {!(isUAVConnected turret1)}; player unLinkItem "B_UavTerminal"; The simple script works perfectly in a Singleplayer environment. For some reason it does absolutely nothing when tested in Multiplayer. Basically we enter the map, proceed to the "turret_controller_1" which receives the action and when pressing and holding the spacebar (as instructed by the BIS_fnc_holdActionAdd command), the player is not transferred to the gunner view at all. All it does is add in the terminal for the player. I have been trying to kind of debug this issue and I came to the conclusion that the terminal does not connect to the turret (as shown by the getConnectedUAV command). I have no idea as to why that is, but that's slightly infuriating. I would be thankful for some guidance on this as I've been struggling to get those turrets to work for days now and there's always something new which does not work. I am leaning towards it happening because of some locality issue, but if that's the case, then I am the more in need of help. Thanks a lot, Adam
  21. Hey guys, I am currently working on a mission that would feature some kind of a "command center" (for the lack of better description...) which would have a few screens. Those screens have been set up to receive a texture captured from a camera attached to a uav (to be precise, the Pelter drone from the new Contact DLC). I have used a script kindly provided by @killzone_kid which I have only adjusted for the other drone type and basically looks like this - this is repeated for 12 screens in the init.sqf: laptop1 setObjectTexture [0, "#(argb,512,512,1)r2t(uavrtt1,1)"]; cam1 = "camera" camCreate [0,0,0]; cam1 cameraEffect ["Internal", "Back", "uavrtt1"]; cam1 attachTo [pelter1, [0,0,0], "PiP1_demining_pos"]; addMissionEventHandler ["Draw3D", { _dir = (pelter1 selectionPosition "PiP1_demining_pos") vectorFromTo (pelter1 selectionPosition "PiP1_demining_dir"); cam1 setVectorDirAndUp [ _dir, _dir vectorCrossProduct [-(_dir select 1), _dir select 0, 0] ]; }]; The UAV feeds are being thrown on the screen in sequence one by one. This is how it looks in a test environment with 12 machines - you can see that the last four laptops turn black and show no feed. When I deleted the part of the script responsible for the first laptop, the 9th one worked fine so again - no more than 8 at once. I have two issues with it: - Obviously, I can display no more than 8 feeds at once - any more than that will appear as black screen - similarly, when opening the uav terminal, the turret control window will also appear black/blank. I do not mean to complain, but do you think this is an engine/performance limitation of some kind and there's no way around it? - Will this effect even be global to other players or only local (I fear the latter)? If local, is there a way to display this kind of effect globally to such a scale in a multiplayer environment? I appreciate all the feedback on this topic. Thanks a lot in advance! Adam
  22. Hello BI! I've started experiencing a bug/bugs with the Reaper AI. It seems to happen any time I attempt to make the Reaper land via autopilot. I slow manually, taxi, shut off the engine, refuel & rearm. When I take off again (manually), one of two bugs occurs. Either: 2) Autopilot landing won't disengage, even w autonomous unchecked - I can set waypoints and manually change course, but the waypoints are ignored and as soon as I release control of the USB, it circles back and drops altitude to start a landing approach. If I turn off autopilot landing with the scroll wheel, it turns back on as soon as I release control or switch to the turret. (This has happened twice) OR 2) with similar restraints (ignore waypoints, returns to heading when I release control), it will just head off in a seemingly random direction ... Flying into the sunset. (This happened once) Has occurred multiple times on an MP Server, running a not insignificant mod bundle - I haven't had the time yet to step through and see if it repeats w/o certain mods, though I fully understand that's the next step. I wanted to also check if anyone else has experienced this? Or know how to fix it? Haven't found anything else online, but perhaps my google-fu is weak. My Zeus has been good enough to respawn the drone when it happens, but that doesn't seem like an ideal fix. TIA
  23. 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!
  24. 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.
  25. 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
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