Arma 3
FPV Drone Converter (AR-2 Darter)
82 Comments
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 | SYD 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 | SYD 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.
mr.jimun.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
AdequateX  [author] Mar 19 @ 7:30pm 
@kgp227 ill try to take a look into creating a module.
AdequateX  [author] Mar 19 @ 5:17pm 
@Gavinda Jai~Jai Yeah ill take a look at that for you.
Gavinda Jai~Jai Mar 18 @ 9:09pm 
the fuzzy screen hurts my eyes lol , cant we have an option in the addons config to enable/disable it ?
kgp227 Mar 10 @ 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] Feb 23 @ 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 Feb 19 @ 1:28am 
Almost forgot about the speed and range increase, it makes anti-helicopter with the drones possible! Take your time bro!
GABO (/^▽^)/ (aRnicus) Feb 18 @ 7:35pm 
Good luck Brother @AdequateX :steamhappy:
AdequateX  [author] Feb 18 @ 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] Feb 18 @ 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://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] Feb 18 @ 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] Feb 18 @ 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) Feb 18 @ 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 Feb 18 @ 2:26am 
Hi, is it possible to add compatibility with this mod? Or add CBA whitelist of drone types? https://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.
Abdul babaev Feb 17 @ 10:00pm 
AdequateX  [author] Feb 17 @ 12:46pm 
I've updated the mod, if it doesn't update automatically just 'repair' the mod in the launcher to force an update.
AdequateX  [author] Feb 17 @ 12:46pm 
@V1nskiy Although i have so far been unable to reproduce your bug either in single or multiplayer gameplay.. I have added an additional fail safe by using the 'kill' eventhandler in cases where the 'hit' eventhandler refuses to initiate as it does occur in some instances where the object takes lots of damage (enough to instantly kill the vehicle) in situations where it cant be processed fast enough and is skipped entirely.. I'm somewhat hopeful that this fixes your issue.
AdequateX  [author] Feb 17 @ 9:03am 
what sounds like might be happening either a mod or mission file is removing the 'hit' eventhandler but doesn't touch the 'fired' eventhandler from the drone
AdequateX  [author] Feb 17 @ 8:51am 
V1nskiy, Very strange, sounds like a mod conflict with something else.. As the click to detonate code is the exact same as the code that is triggered when the drone takes damage... What sort of mod list are you running?

https://ibb.co/pr1p04nq
Abdul babaev Feb 17 @ 8:44am 
Even when controlling manually, this bug occurs and explodes only if you press the button
Abdul babaev Feb 17 @ 8:41am 
Abdul babaev Feb 17 @ 8:40am 
automatic attack, RHS projectile
Abdul babaev Feb 17 @ 8:39am 
{LINK REMOVED}
AdequateX  [author] Feb 17 @ 8:28am 
@V1nskiy manually flying the drone, or the automatic mode? what type of explosive(s) was it?
Abdul babaev Feb 17 @ 8:25am 
this happened on the T80bvm and 2s1, even on the infantry there was such a bug
AdequateX  [author] Feb 17 @ 8:14am 
As the shell will detonate either when the drone takes minor damage or if it within a distance of 0.75 meters from the vehicle center.. also what mission type is it ( antistasi?)

The shell floating in the air is a bit of a giveaway that the drone did attempt to detonate the ammo but something else might be wrong with the type of warhead..
AdequateX  [author] Feb 17 @ 8:06am 
@v1nskiy what type of tank (modded vanilla) and what type of shell( modded / vanilla) is it
Abdul babaev Feb 17 @ 3:03am 
The drone crashes into the tank but does not detonate; it just breaks, and the shell remains suspended in the air.
Patty Feb 8 @ 2:14pm 
@AdequateX That sounds good. I'll give it a run with my group and see how it plays out. Thanks!
AdequateX  [author] Feb 8 @ 10:19am 
@Patty, The automatic targeting mode is now part of the mod. As an interim solution for your problem I've reduced the weights of the drone backpacks, so that player can put between 2-7 of them in various sizes of backpacks (assault packs can hold 2 drones, carryalls = 5, bergen = 7).. which allows the player to hold a couple of drones and a couple explosives.:steamhappy:
Patty Feb 2 @ 3:06pm 
@AdequateX Sounds good. I'll keep this on my radar for both features. Keep up the good work!
AdequateX  [author] Feb 2 @ 2:42pm 
@Patty Ill take a look shortly. Currently finishing up and working out some bugs in this automatic target seeking system, which will allow the player to click a on the map and have the drone automatically find and fly itself into targets.
Patty Feb 2 @ 1:38pm 
@AdequateX Is it possible for you to potentially make it compatible with Multiple Drones in Inventory?

Being able to have the drones in your inventory rather than as a backpack and have the ability to turn them into Bomb Drones would be perfect and is exactly what im looking for.
AdequateX  [author] Jan 30 @ 5:42pm 
@SSG I';ll take a look into it, it will require some fair bit of coding for a working prototype, so it might be a bit.