Arma 3
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FPV Drone Converter (AR-2 Darter)
   
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Data Type: Mod
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4.622 MB
27 Jul, 2024 @ 1:41pm
9 Jul @ 6:56pm
36 Change Notes ( view )

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FPV Drone Converter (AR-2 Darter)

Description


Description:
A client-sided addon (3den editor FPV Defence module is server sided*) that allows for the conversion of the vanilla AR-2 Darter UAV into a FPV suicide drone, unlike some other drone mods, this doesn't require mission files to be edited to add it in game (so long as the Ar-2 is present in the mission to begin with). This mod is still a work-in-progress, things are subject to change; suggestions welcome. Warlords gamemode has a purchaseable drone crate under "Gear" tab

Automatic search & destroy mode:
(embedded video #1)
After attaching an explosive without having selected 'drop' mode, the drone has another action that gives the player the option to select a position on the map for the drone to autonomously fly to and search for an enemy target that it will then fly itself into and detonate. If no targets are found the drone will return to the player and land.

Info:
  • Target Type override is user selectable through a UI menu, choices are:((Tanks/ IFVs), Wheeled APCs, (Trucks/cars/mraps), Soldiers)
  • If multiple drones all choose the same target, if the first drone destroys the target, the remaining drones will automatically find a new target
  • Use RHS explosives on RHS vehicles, Vanilla explosive on vanilla A3 vehicles *(works best)
  • Satchels and large explosives (Vorona, Titan AT, Javelin) are better for killing/disabling heavy vehicles
  • Claymores when targeting "soldiers/man" type targets will air-burst at 24m from the target to increase group kill efficiency, other generic explosives will air-burst at 4 meters.
  • Drone can attack various vehicle points including (Center of vehicle, driver seat, commander seat, gunner seat, and engine)


Features:
  • 2 fire modes:

    • Detonate on click (drone instantly triggers the explosive),
      • Automatic target search & destroy mode
    • Drop on click (explosive is dropped and falls to the ground upon which it detonates).
  • FPV Drone bags can be carried in backpacks (assault packs = 2, carryalls = 5, bergen bags = 7.....) *Or use the patched multiple drones in inventory (linked below)
  • Drop mode explosives fall at near real speeds
  • Drones that are damaged will automatically trigger the attached explosive. (eg. If a drone hits a tank or another vehicle it will explode from the contact). *(except underbarrel grenades due to the arming distance requirements)
  • Converted Drone has its top speed increased -> 95-115 km/h, (Vanilla AR-2 Darters max speed = 70-85 km/h.)
    • Turbo mode: boosts the drone speed upto 195 km/h for traversing long distances after reaching a starting speed of 40km/h. (toggleable action when piloting the drone)
  • Placeable FPVs, or FPV Backpacks are availible to be used in Missions
  • FPVs use the AL-6 Drones HUD.
  • Video Feed: 720p resolution.
  • Increased IR sensor Max range & Horizontal + Vertical view cone: 1200m -> 1800m (500, 1000, 2000) (sensor radius). (added data link and visual sensor capability )
  • Disassembled FPVs will drop the explosive for the player to pick up.
  • Flight time: 24-26 minutes.
  • Individual explosives (RHS and Vanilla) can be disabled in the "Blacklist.sqf" file
  • The maximum allowable explosive "mass" can also be tweaked in the "Blacklist.sqf" file (to filter allowable explosives by weight) ("mass" values of different explosives are also listed) *By default the mass is unrestricted Javelins + Vorona missiles can be attached. (OR USE CBA_A3 SETTINGS)
  • FOR MISSION MAKERS!!!!: A module that uses synchronized FPV drones to create a defensive perimeter that can spot and attack enemies who enter its specified radius.

Supports:
- Vanilla Arma 3 explosives (Rockets, mines, satchels, grenades, UGLs) *(UGLs have an arming distance / height of 20 meters)
- Most RHS explosives
- Many explosives from other Mods 'should' work.
- Warlords gamemode support (Request menu under the "Gear" tab has a FPV drone crate with uav terminals and explosives)
- ITC LAND SYSTEMS: (all AR-2 drones including the modified vanilla drones can have explosives attached and automatic target search used, and the speed boost mode)




How to use:
(Vanilla Arma-3 AR-2 Darter):

* (Drone must be the same as the players side -> NATO drone == NATO Player, AAF drone = AAF player...)
* If the player is a UAV Operator class, the drone can be hacked and then converted

  1. With drone backpack equipped on player -> assemble the drone. (this enables an action menu prompt to convert the drone).
  2. Hold 'space' for 12 seconds to convert the drone.
  3. Equip the backpack/vest that contains your explosives.
  4. Click on "convert drone" or "re-arm" drone to select the explosive.
  5. Choose the warhead & select the fire-mode (checkbox at the bottom of the explosive selection screen) (checked = drop mode, unchecked = detonation).
  6. Find & destroy your target.
    * if drop mode is selected return to the player and rearm the drone -> rinse and repeat.



(Preconverted Drone / Drone Bag):
  1. Arm the drone using the "Arm Drone action" (with explosives either in vest or backpack)
  2. Find and eliminate target
    * If drop mode was selected return and rearm


SUGGESTED OTHER MOD(S) FOR EXTENDED FUNCTIONALITY:

Patched Multiple drones in inventory: (ability to store drones/ FPVs in inventory as items)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3433107923

CBA_A3: (ability to turn FPV HUD static + resolution change on/off, max warhead weight, automatic targeting mode toggle, automatic targeting mode 3D-icon toggle)
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=450814997

Notes:

*Tested in Single-player, and some light MP (There may still be some bugs, depending on mods/missions)
*Feel free to adapt/modify files with accreditation.
*Works with Antistasi Ultimate (Easier to find in crates with laws of war DLC disabled)

Would be appreciated for a like/dislike and any other feedback. Thanks.
* Future to-do list for mod: create Custom engine sounds

SOURCE CODE: https://github.com/AdequateX-Steam/AR-2-FPV-Converter.git
92 Comments
GreyGoo 30 Jul @ 10:00pm 
Oh, forgot to say - thank you very much for what you do. You have a very high quality mod, and I really appreciate that you can respond to and fix issues so quickly, even if you don't have to
GreyGoo 30 Jul @ 9:58pm 
I would like that functionality - our unit likes to have pre-armed drones for either the drone teams (that control drones that respawn at given intervals at main base) or for Zeus to send at players.

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
AdequateX  [author] 30 Jul @ 6:02pm 
@GreyGoo

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.
AdequateX  [author] 30 Jul @ 6:02pm 
@GreyGoo For 3den its possible to just call this script either by "trigger", a mission eventhandler (entityCreated), or in the drone "init line" after being placed in 3den.

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;
GreyGoo 30 Jul @ 4:29am 
Is it possible to spawn a drone with the warhead already equipped? Such as in 3den or Zeus
AdequateX  [author] 9 Jul @ 7:00pm 
@Legosi , it's not well known / or even documented to my knowledge, but for default control layout it's ctrl-right click to free-aim/look in the pilot seat in most/all uavs(no turret position necessary), regular right-click to return to normal (no free-look) :golden:.
AdequateX  [author] 9 Jul @ 6:59pm 
@GreyGoo The issue has been fixed for ace3
Legosi 8 Jul @ 7:49am 
How do you look down when using a first-person camera? Vanilla drones use a drone turret for this, but the fvp drone does not have a turret
AdequateX  [author] 7 Jul @ 6:38pm 
@GreyGoo Thanks for the report, I'll take a look at it.
GreyGoo 7 Jul @ 6:45am 
A bug regarding HUD & ACE3 compatibility:

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.