Arma 3
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Warhead's AC130 Drone
   
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Data Type: Mod
Mod Type: Plane
File Size
Posted
Updated
24.942 KB
Oct 21, 2019 @ 8:48pm
Jul 10, 2020 @ 3:20pm
12 Change Notes ( view )

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Warhead's AC130 Drone

Description
This is a modification to Arma 3's pre-existing MQ-4A Greyhawk drones which adds a drone capable of functioning as an AC130 gunship. All credit for the models, weapons, and pretty much everything else belongs to BIS. All I did was tweak the drone so that it could behave as an AC-130 style gunship. HUGE thanks to A26mike for his work on streamlining/reformatting the mod.

If you do not yet use the A3TI mod, I highly recommend installing it. It makes the thermal imaging much better.

Available Turret Weapons:
105mm cannon (HEAT and APFSDS)
40mm cannon (GPR-T and APFSDS)
20mm minigun (Red Tracer)
Scalpel missiles


How to use:
1. Drag drone into scenario from editor or from Zeus, or use the following command in the debug console:
ac130 = createVehicle ["B_Warhead_AC130_F", position player, [], 0, "FLY"]; createVehicleCrew ac130;
2. Command drone flight path from UAV terminal as you would with a vanilla drone; set loiter range, altitude, set behavior to NEVER FIRE to prevent the drone AI from engaging targets autonomously
3. Take control of gunner using action menu or UAV terminal menu
4. Tap "T" to range/acquire your target. If you do not do this your rounds will miss. Once a solid green box appears around the target, the targeting computer is compensating for movement, and the rounds should land near the center of the reticle.
- If there is a white solid box, the target is ranged, and you can fire, but it will be much less accurate
- Different rounds have different ranges (eg 40mm APFSDS has a longer "green box" range than 40mm GPR-T
rounds)
5. You can lock onto laser targets. If you lock onto the drone's laser, you can fire at pretty much anything (recommended for destroying buildings/material not picked up by the drone's targeting computer)


Change Notes
--> New 20mm gatling created to fix sound problems when using JSRS mod (Hate it? Let me know! I may still invest time in trying other ways to fix the JSRS problem, but this works well for me)
--> Weapons renamed to reflect their real-world counterparts (let me know if these are accurate, I did some wikipedia research but I'm no pro)
--> Target locking should be more persistent now (older versions lost lock easily)
--> 105mm reload time increased


Known Issues (will be fixed ASAP):
--> Its OP. Yeah I know.
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Please feel free to modify this. If you know how to make this more stable, or more intuitive, feel free to change things or reach out with advice!
Popular Discussions View All (1)
24
Jul 23, 2023 @ 11:13am
Bug Reports/Incompatibility
Warhead
103 Comments
Warhead  [author] Mar 25, 2023 @ 3:30pm 
@coooper That is an older version of the drone, so it's not really possible to access that EXACT reticle
Warhead  [author] Mar 24, 2023 @ 6:48pm 
@cooper if you zoom in with the plus key you can navigate through reticles as zoom increases
Coooper Mar 24, 2023 @ 4:10am 
@Warhead Can you please tell me how to change the drone view when you play as a shooter? Why do I look not like you in the video, but like the last photo of you?
Coooper Mar 23, 2023 @ 2:03pm 
Can you tell me how to switch the view from the drone, I have it as in the last picture, and I want what would be like your video view?
Machine Gun Kelly Feb 17, 2023 @ 8:26pm 
@Anarch - You may have made a mistake. I see no video/link to any video. And from what I know, the boxes come from the sensors. No sensors - no boxes.

One COULD set the range on these sensors to be like .001m, but I have no clue on how to do this. It IS possible doing this with other 'things' such as max speeds via config override files.

It STILL would be 'shooting blind'. And hitting the target would be almost impossible as the drone pilot would have to 'lead' the weapon. Since I have no link for any video, I can not say what they are doing or not doing.

Both videos put up by the dev DO show targeting boxes....???

:)
Anarch Feb 15, 2023 @ 9:29pm 
@Warhead Unfortunately, programming is practically not familiar to me. Can't i get rid of boxes using the initialization window?

@machineGunKelly Perhaps you did not quite understand what I want to disable. I want to disable only the gray "boxes" around the targets and nothing else. That is, I want the UAV sight to be like in the video here. There are no "boxes" here.
Machine Gun Kelly Feb 13, 2023 @ 1:03pm 
@Warhead - hahahaha...I looked at that you said @Warhead, and what a MESS that would be for him to do such! A LOT of work! Thanks for those commands, I have never seen those before...pretty kool! Thanks for that info! :)

@Anarch - I see a lot of issues for you trying to do this. It SOUNDS like you want the drone to 'fly blind'. How do they aim to shoot then? Since the drone is moving, a lead of some sort will be required and if they have 'no sight'. it would be nothing but a 'hit and miss'. ALL 'remote shootings' REQUIRE some sort of target ID, even with things like artillery. Problem is; Artillery is stationary - Drones are not.

You may wish to re-think this one...nice concept though! :)

:)
Warhead  [author] Feb 13, 2023 @ 10:53am 
@Anarch

Those target markers exist because of the way I configured the vehicle sensors. If you know how to program, you should be able to use some combination of the commands listVehicleSensors and enableVehicleSensor to turn off the sensors responsible for highlighting targets.
Anarch Feb 12, 2023 @ 9:39pm 
Anyone can help? My Zeus mission requires the drone to have no target markers. I mean squares over any enemy (infantry and tanks). I'd like to remove them completely so that the "on the ground" players have to help the "in the air" player identify targets. Otherwise, it turns out too casual ): . In general, the mod is cool and convenient, thanks!