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Found 36 results

  1. So how many of us liked the original Black Hornet Nano UAV mod that was entered into the Make Arma Not War contest? I know I was one for sure and I have used it many times building missions or playing single player stuff over the last few years but always end up removing the mod from my missions because of the following things I wanted to see done a little differently. TO DO LIST Be an inventory item IF at all possible; not have to be a part of the UAV backpack. FLIR, NV and DTV views Fast recharge rate; or automatic recharge to simulate replacement of the battery pack. realistic flight time and distance. Easy to interact with and use the vanilla UAV controller. Ability to adjust the colors of the drone in the Editor for usage in various terrains. (Most likely not going to be a priority at all. So going to scrap this portion entirely.) Finally the most important is to update the model of the drone to be similar to the current V3 version that FLIR offers to military and law enforcement groups around the world. So a few weeks ago I reached out to the maker of the original mod. He gave me permission to modify, tweak and otherwise update the mod as necessary. Thanks to him for allowing us to do these things. We hope we can pull off the things we want to do but without the support that he gave us by giving the source files and his permission we would not be as far ahead as we are now. So as of today I can report that we have pushed into the realm of approaching a first release for limited testing. The plan all along has been to update the drone to use some commands to make it an inventory item, recharge automatically, use the vanilla UAV controller and have the realistic flight time and distance. I was able to enlist the help of @toxicsludge to make a terrific 3D and it has turned out to be AWESOME. We are now on the right track testing wise and have identified a few areas of note that are going to be improved upon as soon as possible. As soon as we can it will be released on the Steam Workshop for all to mess around with and have fun. ----------------------------------------------------------------------------------- 16 August 2018: WIP 3D images ------------------------------------------------------------------------------------ Update 19 August 2018: Got the completed model and it looks AMAZING. The level of detail he put into it is off the charts good for the size that it will end up being. Our team is excited to get this sucker completed and out the door to you guys to play with. Finished model views: EARLY INTERNAL TEST RESULTS ARE IN: How to use the drone: There is no image yet for the drone so it will be a blank spot under miscellaneous items in the editor and you can control it with the vanilla UAV console in game. Use ACE self interaction to place the drone on the ground; then use the UAV console to locate the drone and you can give it waypoints and control that way. Otherwise you will not be able to find the thing in game if you don't use ACE self interact. Couple of known bugs: Weight seems to be causing a problem with flight; it might be way to light since Arma doesn't like objects that are super light. Speed is way off and probably tied to the weight of the item. Should be right at 6m/s (~21kmh) as the max speed but I had it up over 25m/s (~90kmh) yesterday in internal testing. Ability to have autonomous flight is most likely tied to weight and therefore not functioning properly as well since it seems that wind speed affects it. Update 13 March 2019 Name change of the mod. The Black Hornet PRS is the primary focus; just want to add in a couple of other items that will be extremely helpful for the future as well. Working to get an optic in here and available for use. Working on artwork for a change in the UI for the UAV controller screen. Might be able to have a customized version that looks very similar to real life PRS controller.
  2. 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!
  3. 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.
  4. This mod enhances the capabilities of ISR turrets on both vanilla and addon UAVs and Helicopters. https://steamcommunity.com/sharedfiles/filedetails/?id=1623498241 Current features: -Settings dialog so users can disable GUI elements (New 2019-02-03) -Measure distance (2D) & heading between two points (NEW 2019-01-30) -Slew turret to typed grid position (6, 8 and 10 digit grids are now supported) -Slew turret to position on map via click -Grid indicator for where turret is pointing (with 6, 8 or 10 digit grids as of 2019-02-04) -Add Black, Blue or Red numbered markers on the map where the turret is pointing (with keybinds as of 2019-02-03) -A North marker in the turret view for situational awareness -Server key included -Support for any vehicle with a turret that inherits the base UAV, Helicopter or Plane class within ARMA (This should be all UAVs, Helicopters & Planes including addon) Planned Features: -Rangefinding between two points ala the Vector from ACE3 - Done -Support for 8 - 10 digit grid input - Done -Slew to typed coordinates - Done -Support for planes (e.g AC-130) - Done -Auto turret unlock once slew complete - Done Features under consideration: -10 Digit Grids for Grid Indicator - Done -3D Distance Measurement -Real-Time Distance Measurement Method -MTI (Moving Target Indicator) -More advanced markers -Language support -ACE-specific version -Locked/Unlocked status of turret (May be an engine limitation) -Eliminate the black "mask" on vanilla UAVs in the turret gunner's view - Need help, I can't figure this one out. I was hoping it was just a .paa reference. Known Issues: -The turret on the USAF MQ-9 needs to be zoomed in one level before slewing will work -The turret only seems to be accurate within a few meters Marker and slewing interactions are accessed through the vanilla scroll menu when actively looking through the turret of a UAV or helicopter. This addon started as an update to UAVs for my private gaming group. Along the way I realized that a small handful of UAVs in ARMA are actually defined as helicopters (BIS?) so the scope grew to include helicopters. My group has really been enjoying the additional functionality so I thought I'd share. Due to requests, I've also added this feature for planes. The intent of this mod is for it to work on ALL UAVs, Helicopters and Planes with a turret. I've tested this with the following assets successfully so far: -Vanilla AR-2 Darter -Vanilla MQ-4A Greyhawk -Vanilla A-164 Wipeout -Vanilla AH-99 Blackfoot -CUP MQ-9 Reaper -CUP MH-6 -USAF MQ-9 Reaper -RHS MH-6 -RHS A-10 -USAF AC-130 Spooky 2 -USAF RQ-4A Global Hawk -Firewill's F-22, F-16C & A-10 The addon does not work with the following: -None known. Please let me know I'd like to build a comprehensive listing of assets this mod does and does not work with. If you try this with other assets, please let me know. Default keybinds: Add Black Marker - Shift+1 Add Blue Marker - Shift +2 Add Red Marker - Shift +3 Please let me know if you have any issues. I'm specifically interested in assets this doesn't work on. If it's something I can fix, then I'll plan on getting it working. If the assets inherits its base class from something other than UAV, Helicopter or Plane then there may not be much I can do. Post up with feature requests. I may not get to them all, but I'll see what I can do. Thanks to the following folks for help with this: -Killzone Kid -AgentRev -GuyFauwx -ThreadAssessment -commy2 -DevTeam Paxton -Lasket & TrainOfThought6 for Distance Measure Feature idea -The CBA-A3 team for their awesome and easy to use settings system -SGT Fuller & the USAF team -JacobZeD for testing Firewill's Assets & bringing them to my attention -sync0s And, of course, thanks to BIS for ARMA 3!
  5. 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.
  6. 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
  7. 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!!!
  8. 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...)
  9. 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
  10. 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.
  11. 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!
  12. 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)
  13. 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!!
  14. 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 :)
  15. 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?
  16. 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.
  17. 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
  18. Peter Snowballs

    UAV Greyhawk Bug (?)

    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!
  19. 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.
  20. I have a F-16 mod, I want to make this as a UAV but i don't know how, any reference about Config?
  21. 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.
  22. 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
  23. 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?
  24. 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.
  25. 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?