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Found 4 results

  1. 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!
  2. Hey all, I am relatively new to the forums so please cut me some slack if I do something wrong :) Apologies if this has been answered already, but I have not been able to find it anywhere on he interwebs.. I am working on a mission where a team accompanied by a hacker moves into a building where the hacker hacks into a data terminal. With the help of some YouTube videos I managed to come up with a script for hacking the terminal and failing the hack (intended). However, I would like to allow the hacker to have the ability to input a previously found code to unlock the access to the terminal - obviously, without the code the terminal would have to remain unresponsive. The problem I see here is twofold: a) how to give the player the addaction to input digits by himself which would then trigger the automatic hacking script b) how to make the hack addaction appear only after the code has been found To add to it, I would like the hacker to be the only player who can do that procedure and the only player seeing the hints appearing during the procedure - I managed to get the hacking part to appear only for the hacker. This is the intended flow (green are bits I got working): 1. The terminal is inactive/non interactive/not working 2. The team finds the code on a nearby tablet - the terminal becomes interactive 3. The hacker uses an action on the terminal and inputs the code manually - In case of the hacker using a wrong code, the terminal hints the player with "Incorrect code", shuts down and triggers an alarm 4. The terminal accepts the code 5. The terminal starts the automatic hacking script when the hacker uses the "Hack" action 6. The terminal recognizes the login is unathorized and shuts down triggering an alarm This is the script that I have so far: The terminal itself has this in its init: if (isPlayer hacker) then { this addAction ["Hack", "DataTerminal.sqf"]}; DataTerminal.sqf _object = _this select 0; _caller = _this select 1; _id = _this select 2; _object removeaction _id; [_object,3] call BIS_fnc_dataTerminalAnimate; if (name z == name z) then {hint "Logging into the system..."}; sleep 10; if (name z == name z) then {hint "Hacking in progress: 0%"}; sleep 2; if (name z == name z) then {hint "Hacking in progress: 1%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 2%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 3%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 4%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 5%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 6%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 7%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 8%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 9%"}; sleep 0.5; if (name z == name z) then {hint "Hacking in progress: 10%"}; sleep 0.5; if (name z == name z) then {hint "Unauthorized login detected..."}; sleep 2.5; if (name z == name z) then {hint "Shutting down..."}; [_object,0] call BIS_fnc_dataTerminalAnimate; deleteVehicle box1; in the above example, box1 is just an invisible helipad which acts as a criteria for a trigger launching an alarm sound. Thanks a lot for your help in advance. I appreciate this may be a bit mind boggling (if possible to acheive even) but I do appreciate anyone who takes a minute and thinks he may be able to provide any help. Cheers, Adam
  3. 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.
  4. 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
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