Arma 3
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FPV Suicide Drone Converter (AR-2 Darter)
   
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Data Type: Mod
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4.664 MB
Jul 27, 2024 @ 1:41pm
Oct 27 @ 6:46pm
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FPV Suicide Drone Converter (AR-2 Darter)

Description


Description:
A client-sided addon (3den editor FPV Defence module is server sided*) that allows for the conversion of the vanilla AR-2 Darter UAV into a FPV suicide drone, unlike some other drone mods, this doesn't require mission files to be edited to add it in game (so long as the Ar-2 is present in the mission to begin with). This mod is still a work-in-progress, things are subject to change; suggestions welcome.

Autonomous Mode:
(embedded video #1)
After attaching an explosive without having selected 'drop' mode, the drone has another action that gives the player the option to select a position on the map for the drone to autonomously fly to and search for an enemy target that it will then fly itself into and detonate. If no targets are found the drone will return to the player and land.

Info:
  • Target Type override is user selectable: (Tanks/ IFVs), Wheeled APCs, (Trucks/cars/Mraps), Soldiers
  • Remaining drones will automatically find a new target after first target is killed.
  • Satchels and large explosives (Vorona, Titan AT, Javelin) are better for killing/disabling heavy vehicles
  • Claymores when targeting "soldiers" will air-burst at 24m from the target, other generic explosives will air-burst at 4 meters.
  • Drone can attack various vehicle points (Center of vehicle, driver seat, commander seat, gunner seat, and engine)


Features:
  • 2 fire modes:

    • Detonate on click
      • Automatic target search & destroy mode
    • Drop on click
  • Drones that are damaged will automatically trigger the attached explosive (contact detonation). *(except underbarrel grenades due to the arming distance requirements)
  • Higher top speed -> 95-115 km/h, (Vanilla AR-2 Darters max speed = 70-85 km/h.)
    • Turbo mode: boosts the drone speed upto 195 km/h after reaching a starting speed of 40km/h. (toggleable action when piloting the drone)
  • Placeable FPVs, or FPV Backpacks are availible to be used in Missions
  • FPVs use AL-6 Drone HUD.
  • Video Feed: 720p resolution.
  • Increased IR sensor Max range & view cone: 1200m -> 1800m. (added visual sensor capability)
  • Disassembled FPVs will drop the explosive for the player to pick up.
  • Flight time: 24-26 minutes.
  • Individual explosives (RHS and Vanilla) can be disabled in the "Blacklist.sqf" file
  • The maximum allowable explosive "mass" can also be tweaked in the "Blacklist.sqf" file ("mass" values of different explosives are also listed) (OR USE CBA_A3 SETTINGS -> "fpv settings")
  • Zeus Module to spawn pre-armed FPV drones
  • FOR MISSION MAKERS: 2 modules: (1) that uses synchronized FPV drones to create a defensive zone that spot and attack enemies within set radius. (2) a module to create 1-10 pre-armed FPV drones with configurable 'side' for use within missions/scenarios.
Supports:
- Arma 3 explosives (Rockets, mines, satchels, grenades, UGLs) *(UGLs have an arming distance / height of 20 meters)
- Most RHS explosives
- Many explosives from other Mods 'should' work.
- Warlords gamemode support (Request menu under the "Gear" tab has a FPV drone crate with uav terminals and explosives)
- ITC LAND SYSTEMS: (all AR-2 drones including the modified vanilla drones can have explosives attached and automatic target search used, and the speed boost mode)




How to use:
(Vanilla Arma-3 AR-2 Darter):

* Drone must be the same as the players side
* As a UAV Operator class, the drone can be hacked & converted.

  1. Assemble drone from backpack (this enables an action menu prompt to convert the drone).
  2. Hold 'space' for 12 seconds to convert the drone.
  3. Equip the backpack/vest that contains your explosives.
  4. Click on "convert drone" or "re-arm" drone to select the explosive.
  5. Choose the warhead & select the fire-mode (checkbox at the bottom of the explosive selection screen) (checked = drop mode, unchecked = detonation).
  6. Find & destroy your target, or use automatic mode.
    * if drop mode is selected return to the player and rearm the drone -> rinse and repeat.



(Preconverted Drone / Drone Bag):
  1. Arm the drone using the "Arm Drone action" (with explosives either in vest or backpack)
  2. Find and eliminate target manually or automatically.
    * If drop mode was selected return and rearm


SUGGESTED OTHER MOD(S) FOR EXTENDED FUNCTIONALITY:

Patched Multiple drones in inventory: (ability to store drones/ FPVs in inventory as items)
https://steamcommunity.com/sharedfiles/filedetails/?id=3433107923

CBA_A3: (ability to turn FPV HUD static + resolution change on/off, max warhead weight, automatic targeting mode toggle, automatic targeting mode 3D-icon toggle)
https://steamcommunity.com/workshop/filedetails/?id=450814997

Notes:

*Tested in Single-player, and some light MP (There may still be some bugs, depending on mods/missions)
*Feel free to adapt/modify files with accreditation.
*Works with Antistasi Ultimate (Easier to find in crates with laws of war DLC disabled)

Would be appreciated for a like/dislike and any other feedback. Thanks.

SOURCE CODE: https://github.com/AdequateX-Steam/AR-2-FPV-Converter.git
112 Comments
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