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Showing results for tags 'uav'.
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I've noticed two issues with UAVs in ARMA 3, one of the issues just started within the past few ARMA updates, the other issue has been persistant through all the past few years from what I can tell. The newest issue is that when flying any of the UAVs and then using the UAV PIP camera so you can see the UAV while your walking around seems to be broke. It still technically works but instead of using the "Gunner" camera view it now uses the "Driver" camera view. In the past it has always used the gunner and not the driver view. One of the recent updates must have had a bug that reversed this which isn't good at all and pretty much makes the UAV PIP useless because all you see is the driver's view which is most of the time clouds and sky, so you don't actually see the gunners view which is pointed at the ground, even when the gunner is locked onto a specific area or target, you still only get the drivers view of the sky. The second issue which has been going on for some time is the shaking on the camera. I know this has been reported in the past but haven't heard anything about fixing it. A few people said to disable camera shake because it is caused by the UAV shaking because of the geforces in the sky, other people say uncheck autonomous while looking around for targets, and others say make a script to limit the UAV speed so that the geforces don't affect the camera. This issue should be worked on because it is very very hard to look around/aim/lock on to targets with the camera spazzing out all the time to an unbearable degree. It is most visable when using the Greyhawk to loiter around the AO. I'm pretty sure this has to be a bug and not built that way because I'm sure modern UAVs have stabailizer systems in place so they don't shake AS BAD as the ones in ARMA 3 do.
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This question was asked a long time ago and with all the changes I figured it would be safe to ask again. Is it possible, in vanilla or a mod, to have two players control a UAV; one flying the other operating the turret? Real life this is the case. Thanks.
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******************************************************** Civilian UAVs ******************************************************** more info: https://steamcommunity.com/sharedfiles/filedetails/?id=374109590
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Many questions have collected: -UAV Darter waypoints do not always work. https://feedback.bistudio.com/T82570 -MQ-12 Falcon Drone. Shift of the center of the camera https://feedback.bistudio.com/T118532 -UAV type "support" . Error or unknown type ? Effect of blinking of the screen. There is no return to control UAV. https://feedback.bistudio.com/T120280 -The corner of the direction of the camera is clamped, a dead zone under UAV. https://feedback.bistudio.com/T119472 -Create two parameters "Autonomous traveling" and "Autonomous laser". Or turn off influence of the Autonomous parameter on function of work of tracking of the camera. https://feedback.bistudio.com/T120265 Expansion of functions of the panel in the terminal of management of UAV. When you need to operate several UAV, there is some inconveniences. https://feedback.bistudio.com/T120263 AV terminal of control of the UAV copes with problems of management. But there is a lack of flexibility and absence of information of behavior of the UAV in the information panel. To place the most part of a context menu of management in the information panel (as shown in drawing). In a context menu it is possible to leave only "follow unit", "destroy unit". To add the context menu "watch unit" - visual maintenance of the purpose. After connection of the terminal to the UAV, there is no access to options of behavior of the UAV. There is only a be disconnected menu. When there is no a traveling point, there is no access to the menu of behavior the UAV. It isn't correct, I can't change behavior of the UAV when it already arrived to an appointment point, or before travel to a point. Advantages of such visual and functional change of the panel of the terminal of the UAV: fast access to information of behavior of the UAV fast access to change of behavior UAV fast access to information and change of behavior for each point of a route of UAV management of Zoom of cameras in the terminal Try to switch management between two \three UAVs, to change them tasks, in this case it isn't always convenient to use a context menu. When you switch from one UAV to another, you don't see what tasks carries out and what nature of behavior is defined for this UAV. https://youtu.be/WpjP-S8TYwU It is necessary: Add a menu item, in the screen to the purpose - "Watch Unit" / "End Watch Unit". Function has to include tracking of the camera the purpose. Add management of Zoom of cameras. Function of management zoom of the camera in the terminal.
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Using UAV in vehicle gunner's seat causes AI behaviour to take over
colonelmolerat posted a topic in ARMA 3 - TROUBLESHOOTING
If you are in the gunner's seat of a vehicle, and you connect to a UAV, AI behaviour will take over - ie, while you are piloting the UAV, your character will use the vehicle gun to engage any nearby enemies. This can really give away your position if you're trying to be sneaky! -
Hey, everyone. Having used player action ["SwitchToUAVGunner", uav] to put a player as the UAV gunner, I can't terminate it automatically with uav action ["BackFromUav", player]; Is this action not working or am I potentially missing something here?
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set UAV waypoint and set type/behavior/altitude
thetrooper posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Haveing difficulty with this one. Basically what's in the title. Set a waypoint where there's a marker, set the type, in my case it's loiter with range of 500m, behavoir is never fire and altitude 'High Altitude 500m'. Thanks in advance -
I'm new to mission creating and I want to add a UAV to the mission. I can get a UAV to spawn in on the map, but I'm having difficulty getting the terminal. I've tried adding it to the person at the mission start and also adding it to a custom cargo box. For spawning in with the character I use this: this linkItem "B_UavTerminal"; For adding it to a custom supply box I do this: clearMagazineCargo this; clearweaponcargo this; this addItemCargo ["b_uavterminal, 1"]; The mission has me parachuting in. When I have the terminal added to the character. Every time I land, right before I hit the ground, my speed spikes and I either die or am severly injured. This seems to only happen when I try to jump in with the terminal I can't get it to show up in the box when I use the above. Any ideas? Thanks Jason