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I think the best implementation would be a module, or, even better (and probably easier), an option to choose a warhead in attributes of the drone - because you can then just save that armed drone as a composition for Zeus.
I think it would be best if player was allowed to enter the classname of the explosive and a boolean/dropdown of drop/impact in the drone attributes. If no classname is entered, default functionality is preserved
As of right now if a player is Zeus I don't believe its possible. I would either have to create a Zeus specific drone only accessible by Zeus, or a scripted Zeus Module. Alternatively I could instead add a mission start script to check for whoever is Zeus and attach a curatorEventHandler (CuratorObjectPlaced) that would wait for them to place an FPV drone at which point it would randomly select a warhead.
If your interested in that feature for zeus let me know.
script:[_Ammo, _droneX, _dropCheck] call Exp_fnc_finalStage;
- _Ammo is of type <"string">, from the CFGAmmo class list of the ammo type to be used such as ("R_PG32V_F", "SatchelCharge_Remote_Ammo", "R_MRAAWS_HEAT_F" ......) (you can find more ammo types on github link and look for the fn_blacklist.sqf file or the arma 3 config viewer)
- _droneX is of type <object>, reference either a specific entity/object or if used in the init line of the drone, the magic variable "this" instead.
- _dropCheck is of type <boolean> (1 or 0), 1 if the explosive is to be dropped (grenades, satchels, mines, UGLs), or 0 if it remains attached to the drone at all times (rockets, missiles, satchels....)
example (used in the init line of a placed drone in 3den):
[ "SatchelCharge_Remote_Ammo", this, 0] call Exp_fnc_finalStage;
After entering a vehicle and swapping to another seat using ace3 interact, the film grain hud effect appears over the entire screen. Tested to work on vanilla helicopters, tanks, cars and boats (happens even when changing to any seat, even without a turret)
Issue doesn't occur if swapping places using the vanilla interaction (scrollwheel)
After exiting a vehicle,the issue disappears. Same happens when your mod is removed from load order, so I think this can only be due to FPV converter.