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
26 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
181 Comments
Niuder 3 Aug @ 12:19pm 
Sorry, I'm terrible at Discord. I think it's because I'm a little old. I don't know how to find you at the Arma 3 server...Think you could add me? I tried adding you but it said you're not accepting new friends. My username there is niuder1
Ampersand  [author] 3 Aug @ 10:14am 
@Niuder You can find me on Arma 3 discord, also Ampersand there.
Oscar-101 3 Aug @ 7:46am 
i mean how it sets itself within the base games vehicle loadout system, i would love to see an connection like that for these pylons
Niuder 3 Aug @ 6:14am 
Sure, what is your discord username?
Ampersand  [author] 2 Aug @ 9:33pm 
Script added weapons won't shoot from the pylon weapon.
Oscar-101 2 Aug @ 6:09pm 
this sure is cool, but is it possible to integrate the pylon into an vehicles regular loadout like this script giving an GAU to any vics loadout, can it be connected like that instead of its own pylon cycle system this addWeaponTurret ["Gatling_30mm_Plane_CAS_01_F",[-1]]; this addMagazineTurret ["1000Rnd_Gatling_30mm_Plane_CAS_01_F",[-1]];
Ampersand  [author] 1 Aug @ 5:47am 
Can you share a video? Or add me on Steam or Discord.
Niuder 31 Jul @ 4:08pm 
Also, I've tried attaching it to an immobile object, leaving it detached, disabling the forced hold fire.... nothing seems to work.
Niuder 31 Jul @ 4:02pm 
Ok, I've tested it with only Pylon Anywhere and CBA (which I believe is a dependency, right?) loaded. Still doesn't work. Pylons are not being fired. :steamsad:
Niuder 31 Jul @ 3:53pm 
Just gimme a second and I'll tell you.