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> UAV RQ-1 Predator, StandAloneAddon
EMSI
post Feb 26 2008, 23:08
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Hi all,
I'm proudly to present our small addon:






UAV M/RQ-1 Predator (both versions)

Authors: EMSI & pochyst

For detailed info and special extras see attached ReadMe file ...

Download links:
ZIP archive (3 218 kiB)
EXE installer (3 571 kiB) (for lazy users)

Preview video on YouTube (with MQ-1 version)

Note: This is updated StandAloneAddon and updated UAV management will be released soon ...


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Benoist
post Feb 26 2008, 23:44
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PM compatible?

Bleh, anyway good job, we are getting closer to the quality and quantity of OFP.
 
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EMSI
post Feb 27 2008, 07:54
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You probably mean MP (multiplayer) rolleyes.gif ... yes of course and why not (?)
It's addon without any MP limitations blink.gif


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JTF2 223rd Col
post Feb 27 2008, 11:05
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Very nice i like the fact that it still looks "realistic" in game.Very good job.


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JTF2 223rd Col
post Feb 27 2008, 12:44
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Also can i have a link to the MRU thats out there?


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EMSI
post Feb 27 2008, 15:57
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Yes, of course ... look at this and study thumbsup.gif


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Deadeye
post Feb 27 2008, 17:34
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@JTF2 223rd Col : Don't doublepost , use the edit button wink.gif


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STALKERGB
post Feb 27 2008, 21:20
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this is really well done, nice work. I'm repeating whats been said but the modelling is very good (as well as everything else).
 
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TheVipersFang
post Feb 28 2008, 01:35
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Now all we need are some scripts that make it circle a set area on command, point and click style. Very well detailed, good work guys.

Can someone tell me the init line for making a unit no be targetted by hostile AI, its something like "this set captive" but I can't remember the rest.


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- .B.O.H.I.C.A. - .D.I.L.L.I.G.A.F. -
 
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EMSI
post Feb 28 2008, 07:38
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CODE
this setCaptive TRUE

... but why this. It's standard aerial unit. Set him high fly level and then provide recon.


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TheVipersFang
post Feb 28 2008, 08:16
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I want to use it as a back ground detail in some missions I'm making to add to the atmosphere.


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- .B.O.H.I.C.A. - .D.I.L.L.I.G.A.F. -
 
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bdfy
post Feb 29 2008, 00:40
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EMSI
I saw complains that there's pilot inside ) that jumps out when bird's destroyed biggrin.gif
as a quick fix try ejectDamageLimit = 1; in cfgVehicles
 
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Benoist
post Feb 29 2008, 00:59
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Once I tried some UAVs which were very bad (the tools haven't been released yet and I don't remember the addon) but once the pilot ejected he appered in the middle of the ocean, you could try to do that.
 
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EMSI
post Feb 29 2008, 15:25
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@bdfy & Benoist:
This is StandAloneAddon, so it doesn't have any other additional improvements except Auto-FLIR.
Automatic "GetOut" function with correct positioning near MRU (or GCS) will be implemented in "MultiAddon" (RQ-1, MQ-1, UAV management).
But for this time you may create your own simple script for correct placing the pilot-operator after his ejecting or getting out.
Try to thinking about Eventhandlers, creating simple marker and basic positioning of units blues.gif


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JTF2 223rd Col
post Feb 29 2008, 15:31
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Whats your ETA on the multipack sir?


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EMSI
post Feb 29 2008, 15:34
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ehmmm ... april/may 2008 (?) ph34r.gif


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bdfy
post Feb 29 2008, 17:05
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QUOTE
Try to thinking about Eventhandlers, creating simple marker and basic positioning of units

man, i gave you simple _non-scripted_ solution wink.gif
 
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EMSI
post Feb 29 2008, 20:50
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I understand ... but this is not a solution and if I do this -> new release will comes ... and only for this one "line" (?)
... else ...
RESPECT ! drunk.gif


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EMSI
post Mar 12 2008, 22:19
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Hey, all ...
We finished second - armed (MQ) version of this amazing UAV.
Now the download links in first post are modified to current ZIP and EXE archives. They has both updated versions.

Enjoy It

PS: special thanx for help belong to scubaman3D

EMSI & pochyst


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Mace_3000_99
post Mar 23 2008, 13:37
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hey guys,

i cant seem to run the mru

im getting an error ingame


"error 0 elements provided, 3 expected"

i am spawning the mru via my script console. but im not sure how that is different from spawning it from the mission editor which works fine with the mru

thanks

mace
 
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