Arma 3
106 ratings
Combat Drones Expansion
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Data Type: Mod
Mod Type: Helicopter, Mechanics
File Size
Posted
Updated
68.230 KB
4 Jun, 2022 @ 3:54am
8 May @ 11:45am
16 Change Notes ( view )

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Combat Drones Expansion

Description
Recreates the combat use of drones with attached explosives/grenades widely seen in Ukraine-Russian war.

USE >= HIGH OBJECTS VIDEO SETTINGS TO SEE ATTACHED AMMO/OBJECTS TO DRONE (Arma 3 limitation)

Supported UAVs:
- AR2 Darter
- Mavick UAV by SAM

Features:
- ability to attach any throwable held by a player to drone
- ability to attach any underbarrel grenade launchers ammo like 40mm grenades to drone (explosion on impact)
- ability to attach any launchers ammunition to drone like RPG, Titan, MAAWS etc., all custom mods supported
- ability to detach attached cargo to a drone when controlling UAV (in UAV camera)
- optional support for ACE3 attached explosives
- optional support for ACE3 interaction menu
- scriptable callbacks
- attaching an object via this mod will also have impact on the drone mass

Issues:
Be aware that using the default 'Optimized' compatibility mode can disrupt the UAV's autonomous mode due to Arma 3 bug (UAV will up forever if WP is set for it and there is an object attached to it). Also, if you disable the 'Optimized' mode, be cautious with grenades and similar ammunition that use a timer-based detonation mode. In this case, such ammo might detonate prematurely, without being properly deployed

Vanilla A3 Callbacks usage:
[missionNamespace, "NER_CDE_event_attachedObjectToDrone", { params ["_drone", "_player", "_attachedObject", "_holder"]; // your code }] call BIS_fnc_addScriptedEventHandler;
Parameters:
_drone: The drone to which the object is being attached.
_player: The player unit performing the attachment action.
_attachedObject: The specific object that is being attached to the drone.
_holder: A reference to the holder or container object that is used in the attachment process. (dummy object to display ammo attached to drone)

[missionNamespace, "NER_CDE_event_dropAllAttachedObjects", { params ["_drone", "_player", "_allRelatedAttachedObjs"]; // your code }] call BIS_fnc_addScriptedEventHandler;
Parameters:
_drone: The drone from which objects are being dropped.
_player: The player unit that is interacting with the drone.
_allRelatedAttachedObjs: An array containing all objects currently attached to the drone.


Try it on ADRENALINE MilSim 24/7 server:
IP: 88.99.137.120:2302
https://discordapp.com/invite/s7BMSjp
http://nmilsim.wordpress.com/

Community and Support
Community Website: ADRENALINE MilSim https://nmilsim.wordpress.com/
Discord Server: https://discordapp.com/invite/s7BMSjp
Public Server: Enabled on our public server, featuring Exile Mod, ACE3 mod, and additional tweaks and scripts.
Server name: ADRENALINE MILSIM

Donations
If you would like to support further development, consider donating through:

Paypal: https://www.paypal.me/nerexis/5usd (nerexis@gmail.com)
Buymeacoffee: https://www.buymeacoffee.com/nerexis
Patreon: Support ADRENALINE Community https://www.patreon.com/a3adrenaline

All donations, regardless of amount, are greatly appreciated and will aid in maintaining and improving our servers and scripts.
74 Comments
stanky 19 Jun @ 4:32am 
Having the same problem as Sandman & SUSOVALORD, with or without ACE
Sandman 8 Jun @ 4:14pm 
Had the same bug as SUSOVALORD. No matter what type of grenade I attached (WP, incendiary, etc.), when it dropped it became just another vanilla grenade, with vanilla grenade time delay, detonation and effects. Had a little better luck with the Titan AT missile, perhaps because it is SACLOS guided instead of a beam rider, but the conditions had to be nearly perfect, and it may have helped (not certain) that I ranged the target with the T key before launch
nerexis | nmilsim.wordpress.com  [author] 4 Jun @ 3:19pm 
@Snake Only one
Snake 27 May @ 8:22am 
great mod, how many granades can be attached to an AR2 Darter at once ?

i mean, before the AR2 Darter needs to go back and pickup more explosives.
nerexis | nmilsim.wordpress.com  [author] 8 May @ 11:48am 
@Darayavaush Where can I find Mini Harpy? Please also check with the latest version if anything improved, ammo should explode better now.

@SSG not sure yet, for now, I leave it as it is
Darayavaush 7 Mar @ 10:46am 
Mini Harpy problems!
The most important problem is the flight control is impossibly complex. The UAV constantly shakes in flight, regardless of altitude and speed, which makes it impossible to direct the UAV to a target manually.
Darayavaush 7 Mar @ 10:38am 
The mod is good, but there are many nuances!
1. Incorrect behavior of laser-guided missiles. When targeting and launching a missile with a UAV, instead of flying along the laser, they fly straight.
2. The laser designator on the AR-2X, when locking on a target, is aimed only at one specific point on the target. (it should be possible to adjust the laser). For example, if the target is a tank, due to the difference in attack angles, I will not always be able to hit the target, since the only UAV target (with target acquisition) is the top of the tank turret, and only one point is selected for all buildings.
Very often, when locking onto a target, the UAV ends up in the tracks or under the tank.
I’ll write separately about Mini Harpy.
SUSOVALORD 16 Jan @ 4:30pm 
also noticed: when i attached a impact kind of grenade it will immediately become a vanilla grenade, i think it might have something to do with the newest ace update
SUSOVALORD 16 Jan @ 4:23pm 
hi, whatever i attached on the drone it will become a vanilla grenade when going off, any fix please?
nerexis | nmilsim.wordpress.com  [author] 9 Jan @ 9:44am 
@Awesometony This mod shouldn't affect it in any way, disable other mods and check. Also, a UAV terminal must match UAV faction (there are terminals and UAVs for different factions).