Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Only limitation right now is that it spawns in only 1 'Blufor' FPV drone with the selected warhead for now. I will change it at a later date to allow the zeus to chose which side the drone should be and potentially the number of drones spawned.. Will publish the update within a couple of mins of this post
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.
I've updated the mod, all of the AR-2 Drones (including the modified Vanilla ar-2s) in ITC LAND SYSTEMS have the functionality of attach explosives, automatic target search mode, and the speed boost mode; for mission makers the FPV defence module also works with these drones as well as all non-modded (default arma 3) ar-2 drones.
*My FPV drones still have a higher top speed when using speed boost at around 170-190kmh, ITC drones it around 120-135km/h.
It is what i've Found so far, Reassambling the drone sadly dosent help.
Error in expression <ct [0,11]) == "MP_Warlords") || ((count BIS_WL_allWarlords) > 0)) then
{
Error position: <BIS_WL_allWarlords) > 0)) then
{
Error Undefined variable in expression: bis_wl_allwarlords
23:26:06 File fpvConverter\functions\fn_Warlords_CFG.sqf..., line 1
Ive published an optional addon mod that patches "multiple drones in inventory" to add the functionality of putting the FPV drones in your inventory.
Also seems like @GABO & @Patty have requested something similar to what your asking for regarding drones being deployable items from the inventory. Ill probably include a patch in this mod for the "Multiple Drones in inventory" as that mod seems to be closer to having a general purpose usability and easier to patch my drone into it ; where as this: (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2193193979) seems from a quick glance to be relatively hard-coded with each and every drone type and every faction type being its own independant vehicle / weapon type (2000+ lines of code of very repetitive code to define 3 factions (blufor, opfor, indep) of drone for every 1 type of drone (al6, al6 medical, al6 demining) as a inventory 'weapon'. Worst case if patching the other mod doesn't work out, ill write my own.
Also noticed that the pilot-only 720p control effectively removes the recon function of AR-2's; while I use modified Combat Drone Extention, one good thing with them is that you get to use the drone as spotter before you FPV the drone or use it as drop pod drone, giving more tactical capabilities. But this is just a thought, as realistically speaking people wouldn't use thermal-capable scout drones as FPVs, too slow and too expensive.