Modules: UAV – Arma 2
Jump to navigation
Jump to search
m (→Editor setup) |
Lou Montana (talk | contribs) m (Text replacement - "[[Image:" to "[[File:") |
||
(12 intermediate revisions by 6 users not shown) | |||
Line 1: | Line 1: | ||
{{GameCategory|arma2|Editor Modules}} | |||
'''Unmanned Aerial Vehicle (UAV)''' module manages movement and access to aerial camera of UAV. | '''Unmanned Aerial Vehicle (UAV)''' module manages movement and access to aerial camera of UAV. | ||
Line 6: | Line 6: | ||
=== Paths === | === Paths === | ||
Editor: | Editor: | ||
Modules (F7) > UAV | |||
Data: | Data: | ||
ca\modules\uav | ca\modules\uav | ||
=== Editor setup === | === Editor setup === | ||
[[ | [[File:Uav.jpg]] | ||
Synchronize (F5) following objects to initialize the module: | |||
# '''UAV manager''' - module manager. | # '''UAV manager''' - module manager. | ||
# '''UAV''' - unit with parent class ''UAV''. If more UAV's are assigned, first one is selected (and replaced by another one when first is destroyed). | # '''UAV''' - unit with parent class ''UAV''. If more UAV's are assigned, first one is selected (and replaced by another one when first is destroyed). | ||
#* USMC -> Air -> MQ-9 | |||
# '''Unit with access''' - all linked units will have access to UAV via action. | # '''Unit with access''' - all linked units will have access to UAV via action. | ||
# '''UAV terminal''' - all linked empty (nonAI) objects serves as terminals. Units with access gets action once they are near terminals. | # '''UAV terminal''' - all linked empty (nonAI) objects serves as terminals. Units with access gets action once they are near terminals. (you can use special object 'EMPTY>>Class>>Warfare Buildings'). | ||
=== Optional parameters === | === Optional parameters === | ||
Line 31: | Line 33: | ||
::Example: ''BIS_uav_0 setvariable ["areasize",5];'' | ::Example: ''BIS_uav_0 setvariable ["areasize",5];'' | ||
::Default value: 10 | ::Default value: 10 | ||
To set the flying height of the UAV to, say 500, put | |||
this flyinheight 500 | |||
in the UAV's init box | |||
To synchronize the UAV with the backpack of the player, like a UAV terminal backpack (US_UAV_Pack_EP1), add | |||
this setVariable ["name","UAVnameonActionMenu"]; this synchronizeObjectsAdd [(unitBackpack player)] | |||
in the UAV module's init box. Then sync the UAV module with the player and the UAV. |
Latest revision as of 23:11, 20 November 2023
Unmanned Aerial Vehicle (UAV) module manages movement and access to aerial camera of UAV.
Initialization
Paths
Editor:
Modules (F7) > UAV
Data:
ca\modules\uav
Editor setup
Synchronize (F5) following objects to initialize the module:
- UAV manager - module manager.
- UAV - unit with parent class UAV. If more UAV's are assigned, first one is selected (and replaced by another one when first is destroyed).
- USMC -> Air -> MQ-9
- Unit with access - all linked units will have access to UAV via action.
- UAV terminal - all linked empty (nonAI) objects serves as terminals. Units with access gets action once they are near terminals. (you can use special object 'EMPTY>>Class>>Warfare Buildings').
Optional parameters
Set variables to UAV manager with desired values:
- name = <string>; - name of UAV (displayed in action menu)
- Example: BIS_uav_0 setvariable ["name","RQ-1 Predator"];
- Default value: empty string
- rules = <array>; - Rule which defines which units with have access to UAV. Can be either list of specific units or whole side.
- Example: BIS_uav_0 setvariable ["rules",[west,allied_gue_1]];
- Default value: units synchronized in editor
- areasize = <number>; - Size of terminal area (area in which custom action will be displayed)
- Example: BIS_uav_0 setvariable ["areasize",5];
- Default value: 10
To set the flying height of the UAV to, say 500, put
this flyinheight 500
in the UAV's init box
To synchronize the UAV with the backpack of the player, like a UAV terminal backpack (US_UAV_Pack_EP1), add
this setVariable ["name","UAVnameonActionMenu"]; this synchronizeObjectsAdd [(unitBackpack player)]
in the UAV module's init box. Then sync the UAV module with the player and the UAV.