Arma 3
FPV Drone Converter (AR-2 Darter)
100 Comments
AdequateX  [author] 11 minutes ago 
the 3den editor module will probably be done sometime next week
AdequateX  [author] 13 minutes ago 
looks like this https://imgur.com/a/R8khGNL
AdequateX  [author] 14 minutes ago 
@GreyGoo sorry Ill have to change that for 3den, its for the zeus editor currently
GreyGoo 15 minutes ago 
That's great! Thanks for responding to it this fast
AdequateX  [author] 17 minutes ago 
@GreyGoo I'll have an update out in probably 10 minutes that addresses the missing features below and fixes a couple bugs
GreyGoo 25 minutes ago 
Thank you very much! I can see the module, but it doesn't seem that I can use it - it only has the default configurable tabs (type,init,transformation,presence). I might be missing something though
AdequateX  [author] 16 hours ago 
@GreyGoo the module is under the "zeus" category, called "FPV Warhead Configurator"
AdequateX  [author] 17 hours ago 
@GreyGoo I've got a functioning zeus module that allows any selection of either placed explosives (satchels, mines...) or rocket warheads, grenades for now are not included but could be implemented if requested.

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 :steamthumbsup:
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.
Floofy Woofie 7 Jun @ 1:21pm 
Thanks!
AdequateX  [author] 7 Jun @ 1:11pm 
@Floofy Woofie

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.
AdequateX  [author] 4 Jun @ 6:09pm 
@Floofy Woofie I'll take a look at it, it should be possible. might require a bit of work.
Floofy Woofie 3 Jun @ 10:24pm 
I know its a weird ask but a compat with ITC ground systems darters would be peak
[NEKO] Myzumi | SYD 21 May @ 6:48am 
I Did, But after a slightly more Investigation it seems like this is due to the AI still "sitting" inside the Drone, sadly the Scenario dosent offer a way to remove said ai...
It is what i've Found so far, Reassambling the drone sadly dosent help.
AdequateX  [author] 20 May @ 3:55pm 
@[NEKO] Myzumi Have you tried disassembling the regular AR-2 drones into backpacks and then assembling them back into drones?
[NEKO] Myzumi | SYD 19 May @ 4:17pm 
I am not sure but it seems to be not working with the "Overthrow Community Edition" Senario/Mod; When buying a Drone from the Vehicle NPC, it dosent seem to give me any option to Convert the drone; There Seems to be a Blueprint for an FPV Drone but it seems to be useless or broken (Might not be connected to this issue or fixable on your side)
AdequateX  [author] 20 Apr @ 6:55pm 
@GreyGoo I've issued a patch to fix it, it was a bug that only showed up during non-warlords game-modes, luckily the its a non-critical error. Thanks for the report.
GreyGoo 20 Apr @ 2:30pm 
Hello, I was trying out your mod in a default scenario, and this error popped up:

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
AdequateX  [author] 12 Apr @ 2:39pm 
@mr.jimun.88 Warlords gamemodes should now have an FPV drone crate under the "Gear" tab for purchase. It contains side specific: 8 fpv drones, 4 UAV terminals, 2x rpg-42, 2x rpg-7,2x rpg-42 HE, 2 claymores, 2 assault packs. Cost is 350 points.
AdequateX  [author] 10 Apr @ 7:58pm 
@mr.jimun.88 Ill take a look, seems simple enough.
mr.jimun.88 10 Apr @ 5:52am 
do it for warlords.so that you can parachute in or place it as a defense. The FPV Crocus mod maker did this at my request, and the drone box can now be called up in the menu.
AdequateX  [author] 29 Mar @ 2:21pm 
Just did some testing with Antistasi plus, seems to work just fine on my end. Couldn't replicate your problem unfortunately, most likely a mod conflict.
AdequateX  [author] 27 Mar @ 5:27pm 
@Michigancubed I've had no issues in any of my multiple tests running it with (antistasi ultimate); it could be a mod conflict if you can't fly it manually, usually a 3rd party AI mod. Can you control a regular AR-2 darter drone in the same mission?
Michigancubed 26 Mar @ 9:04pm 
Does this mod work well with antistasi? Im trying to use it but I can only activate automated hunt and cant direct control the drone itself even with any faction uav terminals and none spawn in the arsenal.
AdequateX  [author] 22 Mar @ 12:05pm 
@Gavinda Jai~Jai if you have CBA_A3 installed, while in game/mission you can now toggle the HUD on/off. Under Options > Configure addons > FPV Drone settings > HUD Toggle
AdequateX  [author] 19 Mar @ 7:30pm 
@kgp227 ill try to take a look into creating a module.
AdequateX  [author] 19 Mar @ 5:17pm 
@Gavinda Jai~Jai Yeah ill take a look at that for you.
Gavinda Jai~Jai 18 Mar @ 9:09pm 
the fuzzy screen hurts my eyes lol , cant we have an option in the addons config to enable/disable it ?
kgp227 10 Mar @ 9:13am 
A module to spawn the Automatic search/destroy drones would be amazing. Basically you would decide the munition the drone would carry in the module and link to to another module to determine location (perhaps with the option to set it to a trigger) and you would have an area locked down by AI FPV dones.
AdequateX  [author] 23 Feb @ 11:17am 
@SSG, @GABO (/^▽^)/ (aRnicus), @Patty

Ive published an optional addon mod that patches "multiple drones in inventory" to add the functionality of putting the FPV drones in your inventory.
SSG 19 Feb @ 1:28am 
Almost forgot about the speed and range increase, it makes anti-helicopter with the drones possible! Take your time bro!
GABO (/^▽^)/ (aRnicus) 18 Feb @ 7:35pm 
Good luck Brother @AdequateX :steamhappy:
AdequateX  [author] 18 Feb @ 7:23pm 
@GABO (/^▽^)/ (aRnicus) Yeah ill take a look, Ill see if I can implement as patch as part of this mod to overwrite some scripts in "Multiple Drones in Inventory" to include my drone type as part of it. Worst case scenario if it doesn't work I'll develop my own for this drone.
AdequateX  [author] 18 Feb @ 7:21pm 
@SSG

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.
AdequateX  [author] 18 Feb @ 7:21pm 
@SSG, in most cases it because the attached rocket interfered with the 'turret' camera of the gunner seat... if your trying to drop explosives as the pilot you can (ctrl + right click) to have a free cam from the pilot seat of the drone to aim down, or any other direction and zoom as well or for scouting purposes, not ideal but its a part of balancing the drone as well and not having it be too Overpowered for most missions, the thermal IR sensors (part of the radar UI / HUD ) also has increased distance and radius compared to the default drone and can track faster targets as well..
AdequateX  [author] 18 Feb @ 7:07pm 
@V1nskiy, Thanks for the report, seems like that mod is a combination of multiple different AI mods that are breaking either one or more systems of mine. Seems strange that an AI mod is breaking the event handlers used for triggering the explosives... but if that is the case I'm not sure how i would prevent that mod from interfering with the drones Event handlers unless I were to write a more general purpose proximity based detonation system, however that would reduce the effectiveness of rockets/missiles, as they require being in close contact to function against armored vehicles properly especially RHS vehicles, Might consider it as part of an airburst mode for satchels and claymores in a future update.
GABO (/^▽^)/ (aRnicus) 18 Feb @ 6:44am 
currently using "Multiple Drones in Inventory" and "Advandced Use of Remote Explosives" to make my own fpv drone its cool but tedious to control each one of em... this one looks interesting :D is it possible to make this drones be available as an item?
SSG 18 Feb @ 2:26am 
Hi, is it possible to add compatibility with this mod? Or add CBA whitelist of drone types? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2193193979

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.
AdequateX  [author] 17 Feb @ 12:46pm 
I've updated the mod, if it doesn't update automatically just 'repair' the mod in the launcher to force an update.