Arma 3
Multiple Drones in Inventory
126 Comments
Kilo 8 minutes ago 
If you turn on “check signatures” in the launcher, you don’t get an error for this mod?
Reeveli  [author] 8 hours ago 
@Kilo signature is the same as always, nor can I replicate this so not something I can affect.
zlf- 18 hours ago 
UPD: Thanks for fix:steamhappy:
zlf- 19 hours ago 
Fix mod please, I like to play with this mod in Antistasi
Kilo 21 hours ago 
Hey, seems like you broke your signature in the latest update. Mod no longer works on servers with enforced keys
Reeveli  [author] 25 Jul @ 7:47am 
Mod hasn't see any changes for 6 months, but base game and CBA has, so it's something related to those. Either way couldn't figure out the cause but current release should not have the bug either.
Mason Redux 25 Jul @ 3:54am 
cba & drone doesnt work, too.
its probably the mod and need a fix
Mason Redux 25 Jul @ 3:46am 
maybe an patch broke some code :-(
Zama100 24 Jul @ 6:57pm 
with just CBA, ACE the darter cannot be deployed
Mason Redux 23 Jul @ 7:31am 
jeah some trubleshooting sounds good :steamhappy:
Zama100 22 Jul @ 10:48am 
@The Tree. You mind sending me your modpack. We are having the same issue, Might try looking at what we have in common and finding the culprit
Mason Redux 22 Jul @ 6:01am 
jeah the same problem like "The Tree" here. :steamfacepalm:
The Tree 20 Jul @ 3:43pm 
Reeveli, I just ran into an issue where the Drater is not able to be deployed. When I double-click on it in my inventory, nothing happens; however, the Pelican still functions normally, tho. Some help with this would be greatly appreciated.
Piligrim 9 Jul @ 5:39pm 
I can't find a way to launch the drone
Glendening 16 Jun @ 11:10am 
And looks like it is the chemical warfare mod.
Glendening 16 Jun @ 10:52am 
I'm having the same issue as @1CowboyR5 but without Drongo's mod. Any idea what other mods conflict in such a way with this? Can we compile a list?
Jajuny 5 Jun @ 10:38pm 
*ukraine FPV drone is the second mod, my bad
Jajuny 5 Jun @ 10:38pm 
hello, could it be posible to make an update or separate version to be able to carry the drones from the 2 mods FPVs from crocus and from FPV ukraine?
Thanks in advance
Rex 31 May @ 2:11pm 
(if it was mentioned already, i look but could have missed it)

Is it possible to do this but with the Deployable Shield from Western Sahara? Probably as like a side mod cause its not a drone lol.
Chemical 20 May @ 7:11pm 
Two things. First is it possible to remove the drones from the tool category when ACE is loaded? The second is could you add a tropical/woodland version of the remote laser designator?
Cousteau 17 May @ 3:22am 
Me to. In Ravage I cant deploy the drone. Please, can you fix it?
Epsilon 2 Apr @ 12:36am 
I cant deploy the drone if I have ravage mod, how to fix it?
Reeveli  [author] 20 Feb @ 11:27pm 
That is intentional.
The bustard drones doesnt have a gun when you deploy them.
Reeveli  [author] 18 Jan @ 12:30pm 
@Koger I was unaware there being any drones added in said cDLC. Nor do I actually own Reaction Forces, but that shouldn't prohibit modding them. I'll see what can be done.
Koger 18 Jan @ 11:53am 
@Reeveli Could you update for the reaction force drones so you can hand deploy them from inventory
Wanderer1814 12 Jan @ 5:40pm 
@purge1969

I'm pretty sure default is left shift to accelerate/gain altitude and then 'W' and 'S' is pitch (forward/backwards tilt) 'A' and 'D' are roll (side to side tilt) 'Q' and 'E' are your yaw (turning) and z will lower your altitude
Reeveli  [author] 11 Jan @ 3:22am 
Controls are the same as in base game drones.
purg1969 5 Jan @ 2:37am 
how to move the drone? Which keys after taken control? Thx
1CowboyR5 4 Jan @ 9:24am 
@Reeveli I managed to find the mod that causes the issue. It's Drongo's DYEL
Mandaloin 3 Jan @ 3:18pm 
Got it, thank you!
Reeveli  [author] 3 Jan @ 2:41pm 
@Mandaloin The conditions for permissible usage can be found via the link listed in the mod description.
Mandaloin 3 Jan @ 2:25pm 
Hey Reeveli, I'm making a faction mod that relies on this. Would you be okay with me packing your PBOs into my mod to reduce dependencies? You'll receive full credit of course.
1CowboyR5 2 Jan @ 7:15pm 
@Reeveli thanks for the reply! I did try to replicate it like you did and it worked. I am now testing what mod causes it to not work.
Reeveli  [author] 30 Dec, 2024 @ 3:33am 
@1CowboyR5 Is the bug replicable when using ONLY CBA and Multiple Drones in Inventory? You mentioned you use at least Ace (which shoulnd't be an issue). It is possible for third party mods to interfere. In such a case that will be beyond my power to address.
1CowboyR5 27 Dec, 2024 @ 3:26pm 
Hi,

I'm having trouble deploying the drones. I tried clicking on them multiple times, but nothing happens. I also dropped the item on the ground and attempted to use the ACE interact menu to deploy them, but that didn’t work either. Any help would be greatly appreciated!

Thanks!
Apricot_ale 21 Dec, 2024 @ 3:39pm 
But, yeah, I didn't want you to do any additional work.
If it was a bug or something, it could be easily solved with ACE_isTool = 0 so I want tells it to you, and if it was "specification", then I would just make the config myself. In this case, it was the latter, so I will obediently write the additional config.
Anyway, thanks to you.
Apricot_ale 21 Dec, 2024 @ 3:39pm 
Thank you for heard my words.
I understand that it misc is cluttered by many items, that why drone category is here, I think.
However, I thought drones having duplicates in tool category, it would just clutter the Tool category.

It's rare for your functionality to become unusable and disappear due to a bug, so I didn't think it was necessary for it to be there as a preventation or backup. If a problem occurs (yeah it's never I think), we will still have access to the misc category and be able to retrieve the item from there. And if that were the case, the tool items would probably be in misc too.
Reeveli  [author] 21 Dec, 2024 @ 2:12pm 
Seems like I've gotten sidetracked. Making changes to how ACE-arsenal sorting is done would require a rewrite of that particular module. This would be way beyond the scope of my mod, the ACE-component is just auxiliary feature anyway. So no, I do not see any easy way of having the drones only in one category. Well, expect by not having the custom one at all which I'd rather not do. Having an add-on option to disable the custom category for those that don't want it/the duplicate items could be made.
Reeveli  [author] 21 Dec, 2024 @ 2:05pm 
@Apricot_ale I'm afraid I do not follow. I cannot see any circumstance where ACE-arsenals would work but not correctly read the config value of items for sorting. And if the entire ACE arsenal system is somehow broken for user then the point is irrelevant anyway. Changing the drones not to be tolls but misc items wouldn't change this. I prefer them to be tools as the misc section in ACE is quite populated in open arsenals.
Apricot_ale 21 Dec, 2024 @ 1:05pm 
That's a great idea for prevention, and I respect it.
But I think that even if the function doesn't work by unexpected bug, drones will just be listed in the standard misc.
The config "ACE_isTool = 1" (in this mod, it's inherited from toolkit) and the function "ace_arsenal_fnc_addRightPanelButton" can exist at the same time, but if both doesn't work, it won't be displayed as if it were scope=1/0, but rather it should be displayed in the misc without any problems like Vanilla VA or pre ace 3.18.
Please consider this.
Well, of course I could just make an add-on that adds a config (ACE_isTool=0) to avoid this... but.
Thank you.
Reeveli  [author] 21 Dec, 2024 @ 12:48pm 
@Apricot_ale This should have always being the case, at least I've always intended it to be so. I consider it desirable as a safety feature, should some unexpected bug prevent the arsenal function from running correctly players would still have access to the drones.
Apricot_ale 21 Dec, 2024 @ 9:33am 
After the new update it seems like drones are showing up in the ACE Arsenal both in the ACE Tool section and in the drone section, is there a way to remove them from the tools section?
boris_fps 14 Dec, 2024 @ 9:49am 
@Reeveli Thank you very much. works very well!
Reeveli  [author] 12 Dec, 2024 @ 10:40am 
@boris_fps Rev_uav_fnc_arsenal now allows users to add items to same ACE-arsenal category as the drones. Recommendation is to read the function header documentation for Rev_uav_fnc_arsenal either in Github or in-game function viewer.
boris_fps 5 Dec, 2024 @ 8:23am 
Update on my last comment.
Ive been able to add my own drones with just having my own deploy and init configs based on yours, but now im stuck at making them visible in the custom ace arsenal category.
The variable for the list of drones to add to it is a private one.

Now im stuck because i cant add it, nor can i run 'call Rev_uav_fnc_arsenal' to get the category index to overrite it with my own one, because it will also create a new category itself again.

So my ask is if you could make '_drones' a public variable for others to add their drones to it.
Have a good day.
boris_fps 1 Dec, 2024 @ 5:58am 
Hello, im not much in the know of scripting, but from the little i know it seems that the script itself has the deployable drone classes hardcoded in them, is that right?

If so, would it be possible to change it, so that the script is more modular. With the goal that one could make a compatibilty mod and just add their own deployable drones (like appending the classnames to a list or the classes itself have a parameter the script checks for) without needing to change the base mod itself. This would allow for all mods that add drones, to be eventually compatible with this mod, instead of a new mod just for a specified list of drones.

But no pressure if its to much to change, just wondering about it.
Kras 14 Oct, 2024 @ 2:28am 
could you make it work with crocus drone?
Quack 12 Oct, 2024 @ 5:15pm 
if you know how to unpack the mod and edit it then you can change the weight
Reeveli  [author] 26 Sep, 2024 @ 7:28am 
@WHEREYAMOMAT This sounds like an issue you should talk with your mission creator. The mod only adds the drones to the game, but its up to mission makers to add them to arsenals and/or enable them for curator usage.