Arma 3
FPV Suicide Drone Converter (AR-2 Darter)
116 Comments
187 Dec 8 @ 11:25pm 
your mod was working fine but what happened lately did you change anything or sum like that?
i cannot use the drone converter which you have to press space and then mod doesnt work for aaf function i think i have to spawn ar2 fpv nato from zeus and i should be nato unless mod doesnt work can you fix it?
187 Dec 7 @ 9:15pm 
i cant convert ar2 darter to ar2 fpv
187 Dec 7 @ 8:17pm 
also the blue menu when you look at the ar 2 darter doesnt show up in interactions
187 Dec 7 @ 8:15pm 
wanted to report that the Zeus FPV Drone spawner doesn't work properly on a dedicated server is there anything i can do? enable composition scripts are enabled
AdequateX  [author] Nov 14 @ 5:06pm 
@sakib I think that might be either the mission or mod, from my testing the AI seem to immediately disperse or go into the prone position.
sakib Nov 7 @ 10:11am 
Thank you for making this mod, it's really fun :D

One question, though: when I kamikaze the drone into a group of infantry in Detonate Mode, the survivors just keep walking calmly, as they were doing before the explosion - is this intended?
AdequateX  [author] Oct 28 @ 4:54pm 
@Adeptus Yeah, i'm surprised it hasn't broken at least the 3K active sub count :steamsad:
Adeptus Oct 28 @ 8:03am 
baffled this doesn't have more subs it's close to actual variable homemade kamikaze drones
GreyGoo Oct 28 @ 4:12am 
It's fixed, thank you!
Also, good luck with the mod, hope it works out
AdequateX  [author] Oct 27 @ 6:41pm 
@GreyGoo I don't have the time right now to spool up a dedicated server, but I'm fairly confident I fixed the issue..

might've created another bug but hopefully not, hard to know without testing.
AdequateX  [author] Oct 27 @ 6:26pm 
Working on another quite ambitious Mod for Arma3 :crtstressed:
AdequateX  [author] Oct 27 @ 5:36pm 
@GreyGoo Even though BIS's developer wiki state zeus modules are locally executed on the calling machine, this sounds like a locality issue to me as the (sides) and (warhead list) are populated by script, an adjacent script.Ill take a look for you
GreyGoo Oct 27 @ 7:42am 
Yep, tested everything, scriptedCompositions are enabled
GreyGoo Oct 27 @ 5:16am 
Hey, it's me again. Wanted to report that the Zeus FPV Drone spawner doesn't work properly on a dedicated server - only the UI Frames and buttons show up, but nothing happens if you press them and you get no options for choosing a faction or warhead.

You can still use the drones if you set them up manually - everything else worked quite well.

Can you check if the mod is properly signed for dedicated server use? The server itself had the ZeusCompositionScriptLevel set to 2, but I will double check
AdequateX  [author] Aug 17 @ 1:04pm 
@GreyGoo The 3den editor Module now works - to spawn in pre-armed drones. :dealwithit:
GreyGoo Aug 10 @ 10:19am 
Thank you! Everything works well
AdequateX  [author] Aug 10 @ 8:46am 
the 3den editor module will probably be done sometime next week
AdequateX  [author] Aug 10 @ 8:44am 
looks like this https://imgur.com/a/R8khGNL
AdequateX  [author] Aug 10 @ 8:43am 
@GreyGoo sorry Ill have to change that for 3den, its for the zeus editor currently
GreyGoo Aug 10 @ 8:42am 
That's great! Thanks for responding to it this fast
AdequateX  [author] Aug 10 @ 8:40am 
@GreyGoo I'll have an update out in probably 10 minutes that addresses the missing features below and fixes a couple bugs
GreyGoo Aug 10 @ 8:32am 
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] Aug 9 @ 4:00pm 
@GreyGoo the module is under the "zeus" category, called "FPV Warhead Configurator"
AdequateX  [author] Aug 9 @ 3:55pm 
@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 Jul 30 @ 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 Jul 30 @ 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] Jul 30 @ 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] Jul 30 @ 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 Jul 30 @ 4:29am 
Is it possible to spawn a drone with the warhead already equipped? Such as in 3den or Zeus
AdequateX  [author] Jul 9 @ 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] Jul 9 @ 6:59pm 
@GreyGoo The issue has been fixed for ace3
Legosi Jul 8 @ 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] Jul 7 @ 6:38pm 
@GreyGoo Thanks for the report, I'll take a look at it.
GreyGoo Jul 7 @ 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 Jun 7 @ 1:21pm 
Thanks!
AdequateX  [author] Jun 7 @ 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] Jun 4 @ 6:09pm 
@Floofy Woofie I'll take a look at it, it should be possible. might require a bit of work.
Floofy Woofie Jun 3 @ 10:24pm 
I know its a weird ask but a compat with ITC ground systems darters would be peak
[NEKO] Myzumi May 21 @ 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] May 20 @ 3:55pm 
@[NEKO] Myzumi Have you tried disassembling the regular AR-2 drones into backpacks and then assembling them back into drones?
[NEKO] Myzumi May 19 @ 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] Apr 20 @ 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 Apr 20 @ 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] Apr 12 @ 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] Apr 10 @ 7:58pm 
@mr.jimun.88 Ill take a look, seems simple enough.
ZAB JUDAH'S DANCE 88 Apr 10 @ 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] Mar 29 @ 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] Mar 27 @ 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 Mar 26 @ 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] Mar 22 @ 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