Arma 3
FPV Drone Converter (AR-2 Darter)
Showing 21-30 of 40 entries
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Update: 17 Feb @ 3:43pm

Update: 17 Feb @ 12:40pm

Added additional 'kill' eventhandler as a failsafe for drones not triggering the hit eventhandler in the case of drones going taking too much damage that it doesnt 'trigger' and instead skips it entirely.

Fixed bugs relating to returning to the player after not finding any targets, including:
- upon selecting a new area to search the drones would do nothing and remain on the ground
- drones would hover indefinately and not return control to the player, being stuck at a hovering altitude around 15meters and be unable to manually be landed by the player.



-updated the drones automatic seeking speed up from 135km/h to around 150 km/h top speed
-reduced hit damage threshold from 0.35 to 0.315 required to trigger the warhead attached to the drone.
- During auto target mode, the required distance for automatic detonation is slightly increased

Update: 16 Feb @ 4:55pm

- Adjusted the random distribution min, mid, max ranges to slightly higher values to give the AI more time to detect when the drone is made hostile.
- The drone will now accurately pitch its nose (and by extension the warhead) downwards or upwards based on the (Z) velocity relative to the forward/backward velocity (X,Y)----> lower relative Z velocity = flatter trajectory/ parrallel with the ground; higher relative Z velocity = nose pitch that approaches or is perpendicular to the ground... (from 0 degrees pitch minimum ---> 90 degrees pitch maximum)
- Adjusted the flight height on the 'move' waypoint from 45 to 65m

Update: 15 Feb @ 9:08pm

- Target Type override is now user selectable with a new UI menu allowing the player to choose one of ((Tanks/ IFVs), Wheeled APCs, (trucks/cars/mraps), Soldiers)
- If multiple drones are sent to the same area and all choose the same target, if the first drone destroys the target, the remaining drones will automatically find a new target and attack it instead of attacking an already dead target.\
- The drone will now become 'hostile' to enemy targets within a randomly chosen distance ranging from 40m -120m, with a weighted medium point at 85 meters. This provides either greater / or lesser hit probability if the AI can successfully shoot the drone down in time.

Update: 8 Feb @ 5:48pm

- fixed a situation in which a script condition would never be met and be stuck in indefinite waiting state (degrades performance)
- fixed a condition that would result in markers not being removed when a drone was destroyed before arriving to its waypoint destination in auto attack mode
- decreased the probability of the drone being destroyed before it could engage its target in auto attack mode (it now tricks the enemy into thinking its a 'captive' until its 100m away from the target, at which point it returns to it default state where it will be attacked by opposing sides )

Update: 8 Feb @ 3:38pm

- adjusted camoflauge & accuracy values

Update: 8 Feb @ 3:19pm

Update: 8 Feb @ 3:16pm

- fixed hold action 'show' distance' from being virtually infinite (fpv converter hold action)
- fixed removal of auto search markers

Update: 8 Feb @ 10:17am

- Adjusted drone engine off condition when returning to the player if no target is found.

Update: 8 Feb @ 10:09am

- Added automatic drone search and destroy function; feature is enabled after attaching an explosive without 'drop mode' enabled (click on detonate)
- Reduced the weight of the drone backpacks allowing players to carry between 2-7 drones (depending on backpack,eg. assault pack = 2, carryall = 5, bergen = 7).