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prykpryk

Uav Marker Script

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Most of us (especially in communities) play on Veteran or Elite. Enemy tags are disabled and Uavs are quite underpowered. I have made a script that scans for Uavs on given side and places markers on map where visible units are. It takes terrain, objects and range into account. You can customize some variables on the beginning of the script.

Place

execVM "PrykUav.sqf"

in mission init.

If you want to attach script to manned vehicle or unit execute

this spawn PrykUavInit - not working
_what = this spawn {While {isNil "PrykUavInit"} do {sleep 2};  _this spawn PrykUavInit;} - use this

.

Comments are welcome.

Dropbox download

Version v1.5 is now PvP compatible. Please give some feedback. I don't play PvP so it is hard for me to check the script.

Edited by prykpryk

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Very nice work ! Thanks prykpryk.

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Guest

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

Edited by Guest
updated with version 1.4

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Version 1.4 is there.

v1.1 - Changed marker colors and shapes

v1.2 - Added: range based on fog

v1.3 - Added: Search for UAVs only on given (PrykUav_side) side. No idea how was it missing.

Fixed: Undef. variable errors for UAV range marker.

Fixed: Semi-transparent markers will be able turn opaque again.

Changed: Marker get transparent proportionally to age.

v1.4 - Added: PrykUav_maxRange

Checks if uav CanMove

Edited by prykpryk

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I get an error message when I try tp place the code in an unit execute

"spawn: Type String; expected code"

need help please

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It would be better if you named the unit you want to attach script to.

Next, at the end of init.sqf add "_whatever = unitname spawn PrykUavInit"

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It would be better if you named the unit you want to attach script to.

Next, at the end of init.sqf add "_whatever = unitname spawn PrykUavInit"

I have the same problem but what does "whatever" mean? It doesn't work like that here.

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My previous solution was bad.

Try to use this line in unit init.

_what = this spawn {While {isNil "PrykUavInit"} do {sleep 2};  _this spawn PrykUavInit;} 

Edited by prykpryk

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neat script. gonna use this in my first A3 mission. thank you!

sadly i cant get the drone to fly in heights out of enemy range (flyinheight doesnt work). so i am currently disabling damage. maybe i will set it to captive so the ai stops firing at it at least.

Sent from mobile

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that what we looking for, really nice !

Make PvP compatible (use addMarkerLocal)

this will be phantastic if we can see/show only enemy Units in PvP. Cant wait for this :)

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Will be watching this intently for that PVP update. This is definitely something I need on my server. Great work, man. This gives UAVs the love they need.

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Everything you need is in first post.

PvP version is coming :)

Edited by prykpryk

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PvP version is out!

v1.5 - Script is now local to players. Give some feedback if JIP players experience problems.

Added: PvP compatibility

Fixed: Empty vehicles change their colour when somebody gets in

Added: Ship markers. Don't ask me how I missed that

Changed: PrykUav_recogSide parameter. Script now colours markers according to the side colour, not to the friendliness.

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Guest

Release frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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ok tested on lokal and dedic. Server. this >>> init.sqf

execVM "PrykUav.sqf";

and

_null = this spawn {While {isNil "PrykUavInit"} do {sleep 2};  _this spawn PrykUavInit;}

in the init Line Player or a Trigger(Condition: is alive Player).

1. all i get is the orange or red Markers(changing false/true) of the empty Vehicles in west Base. Nothing else ! this Markers do not disappear after the given Time. Always visible.(?)

2. i get no other Makers at Map. No friendly or enemy Markers. (??)

tested with a manned Greyhawk. :(

please include a simple example Mission for pvp to test it at Server.

thx in advance

greetings Thunder

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@[J4F]Thunder666

I think i should clarify the manual in the first post. :)

You get only orange and red markers in your base because you made your player an Uav.

You don't need to use second command at all. Unless you want a unit (player) to scan for another units.

The script, by default, scans for any new Uavs every 20 seconds.

Empty vehicles are on civilian side so, as long as parameter PrykUav_recogSide is set to true, their markers should be purple.

@Johnny-O-Rama

If this vehicle is true Uav (it is recognized by game as one and you can remote control it) it should work automatically.

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hm ya that's the thing, to me it seems that it's not a true UAV (unmanned). You don't need the UAV terminal to control it. So I guess it would be kinda difficult to make it work. either we make the RAVEN a manned vehicle or make a special code / script for it (I'm not really into scripting :( )

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then if you placed that Raven in editor, put this in init line of the plane

_null = this spawn {While {isNil "PrykUavInit"} do {sleep 2};  _this spawn PrykUavInit;}

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