Arma 3
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Pylon Anywhere
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
552.836 KB
4 Oct, 2023 @ 8:53pm
20 Jul @ 9:20am
22 Change Notes ( view )

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Pylon Anywhere

In 1 collection by Ampersand
Ampersand's Workshop
25 items
Description
Remote operated equipment which can be attached to other vehicles to enhance their capabilities.

Features
Cameras in Fixed, Turret, and TGP variants.
Fixed single pylon with cameras in variants.
Pylon on a turret.
Small Arms Turret which can hold an infantry weapon.
Use UAV Terminal to access and control them.
Aim and fire remote pylons without a UAV Terminal.
Supports BI and mod hardpoints.
Remote Static Titan launchers in AA and AT versions.
Expanded munitions: MRL Pod, Venator Cruise Missile, Rhea, MIM-145, RIM-162 SAMs, 82mm Mortar Shell for Demining Drone.

How To Use
Placing
Assets are available in 3DEN and Zeus, under default factions, subcategory Remote Pylons. Ensure the pylon vehicle has an AI crew. If it is empty with a yellow icon it will not allow you to connect or fire the weapon.
Use 3DEN attributes to easily attach to a parent vehicle maintaining relative positions. For attaching and aligning to a unit's weapon, use one of these
weapon | launcher


Pylons can be rotated to suit attachment surfaces using 3DEN attribute, or animation source "pylon_rotate_source". If you rotate the whole object instead, the TGP view will also be rotated.
In Zeus use Zeus Enhanced for attachment tools.
Controlling
Use UAV Terminals to interact with Remote Pylons as usual.
Zeus Enhanced can directly fire the pylons by hotkey.
Players can set Remote Triggers via actions on each pylon. By script this would be
[this, player] call pya_main_fnc_setTrigger
Use custom keybinds to cycle, arm, and fire remote pylons. Remote Trigger-fired guided munitions will be fired on "mad dog" mode where they will lock on the first valid target.


Slew and track with the TGP without being in full screen using TGP Slew.

Handling
Pylons can be jettisoned by the crew (not passenger) of the vehicle via keybind.
3 Jettison modes:
- Selected
- Dogfight
- All
Ground [dis]assembly of pylons/munitions is still WIP.

WIP Features
More hardpoints. Request here
Attach/adjust Remote Pylon without needing editor/script
Remove aircraft weapons to obtain a Remote Pylon
ACE integration without dependency

GitHub[github.com]
Popular Discussions View All (1)
23
7 Jan, 2024 @ 1:18pm
Hardpoint Requests
Ampersand
166 Comments
Ampersand  [author] 21 Jul @ 6:02am 
Thanks for the report and enjoy!
relfhu 20 Jul @ 9:40pm 
@Ampersand :Thank you very much for your efforts. After testing, the Pylon turret has restored its previous access rights to the drone data terminal, the TGP aiming HUD has also been restored, and can be freely switched to the TGP aiming HUD by holding down CTRL+right mouse button. The radar interface has also been restored.
Ampersand  [author] 20 Jul @ 8:57am 
Ok I see what you mean. Fix will be out soon.
relfhu 20 Jul @ 8:03am 
My Pylon turret has almost the same symptoms as described by user: Wolves Hero. The HUD for aiming at the TGP is not displayed because there is nothing in the turret. Even if it is set to mount missiles or bombs, the turret body will not display the weapon model. The turret is empty, and the UAV data link cannot connect to control the turret because the UAV data terminal will not display the turret!
relfhu 19 Jul @ 7:10pm 
@Ampersand:I cannot access the TGP targeting pod by holding down the CTRL key and right clicking on the Pylon turret. The TGP targeting pod is completely gone and the radar is gone. The original radar is gone as well. I cannot connect to the Pylon turret via the drone data terminal. The Pylon turret does not show up at all.
Ampersand  [author] 19 Jul @ 6:45pm 
For uav terminal connection, make sure the terminal is the same side as the ai.
What do you mean by aiming page?
relfhu 19 Jul @ 5:49pm 
@Ampersand:I created a Pylon turret with AI inside, but my UAV data terminal can't connect to it. I tried to remotely control it with Zeus, but when I entered the Pylon, there was no TGP aiming page or radar, nothing at all.
Ampersand  [author] 19 Jul @ 10:54am 
@Edelweiss You would have to lock the TGP on the target, turn on the laser, and then go back to the parent vehicle to lock its weapons on to the laser, by aiming the whole aircraft if necessary.
@relfhu Did you create the pylon with AI inside, or is it empty (yellow icon, will not work)?
relfhu 19 Jul @ 6:48am 
I loaded a Pylon in Zeus mode, but after opening it I could not access the TGP targeting interface, there was no radar, and the UAV data terminal could not connect to the Pylon
Edelweiss 19 Jul @ 6:41am 
It does kinda work with laser guided munition but does't work with SACLOS weapon since there is no way to force the weapon fired from vehicle to lock to where the TGP is looking