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Thread: How do I setup the UAV?

  1. #71
    I hate to dig this up, but I figured it would be better than making a new thread and having people tell me to search.

    Has anyone made any progress on being able to give the UAV custom waypoints? I found the module's scripts, but don't know how to edit them to allow me to make it follow custom waypoints.

  2. #72
    Quote Originally Posted by Romeo_Delta View Post
    I hate to dig this up, but I figured it would be better than making a new thread and having people tell me to search.

    Has anyone made any progress on being able to give the UAV custom waypoints? I found the module's scripts, but don't know how to edit them to allow me to make it follow custom waypoints.
    If you type "setting up uav in arma2" on youtube! you will see many videos
    on how to set it up very easily!



  3. #73
    Unfortunately none of them show you how to make a UAV follow custom waypoints.

  4. #74
    Quote Originally Posted by pre-Vet View Post
    When syncing the UAV terminal to an vehicle you can access the UAV contols when standing besides this vehicle..

    ..is there a way to access UAV control when riding inside the vehicle??

    thank you!
    I was looking into this myself today and after a lot of searching I figured a solution myself when I tried tweaking the existing scripts inside the module pbo file

    setup everything as you normally would for using an UAV but add this to the initline of the vehicle you want to use as a terminal:

    Code:
    this addAction ["UAV","ca\modules\uav\data\scripts\uav_interface.sqf", [UAVTEST, this], 0, false, false, "", "_this in _target"];
    UAVTEST is the name I gave to the UAV module so just replace that with the name of your UAV module

    grtz tweetdezweet

  5. #75
    Has anyone ever gotten stuck at the UAV loading screen? I added a working custom script for calling in a uav for one of my missions, yet when i try to access the UAV screen, it gets stuck at the loading screen, and i have to end up closing arma 2 from task manager.

    Idk if it is something to do with the other modules synched to a player (I have ACM synched and thats it, the script auto synchs to the player when the action is used, and this works) or the amount of objects in the mission (i have a lot)

    but for some reason, it will not load the UAV view, it remains stuck, and have yet to find any clues or answers to this.

    has anyone else experienced this?

  6. #76
    After a long time spent slowly debugging, it seems that the UAV module stops working when there are around 800 or so objects in the game (stuff likes crates, barrels, wire, sandbags, etc) which is unfortunate, as i really wanted to use it in my mission.

    guess ill have to save it for something else.

  7. #77
    Ok.... I've been wanting a Multiplayer UAV for some time now... and I've finally got it working for Operation Dark Dragon.... what a ***** this was.... so... I'm going to help a few others out some.... so far... here's what I've got, I'm going to let people take it from there.

    Map: Takistan - Placed Units =

    MQ-9 Predator Drone (name = Pred1, init = this setPosATL [getPosATL this select 0, getPosATL this select 1, (getPosATL this select 2) +700]; this flyinHeight 700; this setBehaviour "CARELESS"; this setCombatMode "BLUE"; this setCaptive true; this disableAI "AUTOTARGET"; this disableAI "TARGET"; nul = this spawn { while {alive _this} do { _this setFuel 1; sleep 60 } }

    PMC Unit (name = Z2, init = this addBackpack "US_UAV_Pack_EP1"

    Module - UAV Module (name = UAV_Mod)

    through the mission init.sqf file I have the following - nul = execVM "x_client.sqf";

    x_client.sqf file has the following
    // JIP check
    if ((!isServer) && (player != player)) then
    {
    waitUntil {player == player};
    };

    // Add the MP EventHandlers for each unit that needs them
    player addMPEventHandler ["mprespawn", {nul = _this execVM "addActions\actionSets.sqf";}];

    if (player == Z2) then {

    player addAction ["Initialize UAV", "scripts\UAV_init.sqf"];
    // etc. as needed
    };

    in the actionSets.sqf file is the exact same of
    if (player == Z2) then {

    player addAction ["Initialize UAV", "scripts\UAV_init.sqf"];
    // etc. as needed
    };

    in the UAV_init.sqf is the following
    _call = _this select 1;
    _id = _this select 2;
    _pack = unitBackpack _call;
    _classPack = typeOf _pack;

    if (_classPack == "US_UAV_Pack_EP1") then {

    sleep 1;
    hint "Starting UAV Initialization";
    sleep 10;
    UAV_Mod synchronizeObjectsAdd [_pack, Pred1, _call];
    hint "UAV Connected";


    Thats what I have so far. This allows the player to initialize the connection to the UAV drone and if they die and respawn they can reinitialize the connection. This syncronizes the UAV Module to the UAV Backpack on the player, the player and the Predator drone so that you can then utilize the UAV. Have at it boyo's!
    Last edited by boris5134; Oct 16 2011 at 03:39.

  8. #78
    i having trouble to use the action menu at the terminal.... how come?

  9. #79

  10. #80
    Is there simply no manual flying of the MQ-9? I've googled myself silly without much luck so I am resigning myself to that being the case. an pick, pilot, can pick gunner, but there is no controlling the flight via j-stick inputs that I can tell.

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