Arma 3
Pylon Anywhere
175 Comments
Ampersand  [author] Aug 1 @ 5:47am 
Can you share a video? Or add me on Steam or Discord.
Niuder Jul 31 @ 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 Jul 31 @ 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 Jul 31 @ 3:53pm 
Just gimme a second and I'll tell you.
Ampersand  [author] Jul 30 @ 11:05am 
Can you give it a try with just this mod loaded?
Niuder Jul 29 @ 9:36am 
Yes, I am.
Ampersand  [author] Jul 29 @ 5:20am 
Are you arming the trigger first, toggle safety?
Niuder Jul 29 @ 12:30am 
I am using Eden Editor to put civilian AI remote pylons (bombs), I am also using the recommended command line ''[this, player] call pya_main_fnc_setTrigger'' to trigger them, and that used to work fine until the last update. Now I press the button to fire pylons and nothing happens.... I don't know what other information I could provide, but just tell me what you need and I'll look for it and post it here... Thank you.
Ampersand  [author] Jul 27 @ 4:36pm 
What steps are you doing?
Niuder Jul 27 @ 12:15pm 
I can't fire pylons anymore, why is this happening?
relfhu Jul 20 @ 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] Jul 20 @ 8:57am 
Ok I see what you mean. Fix will be out soon.
relfhu Jul 20 @ 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 Jul 19 @ 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] Jul 19 @ 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 Jul 19 @ 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] Jul 19 @ 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 Jul 19 @ 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 Jul 19 @ 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
Edelweiss Jul 19 @ 6:29am 
I know this is a bit of an unusual request but Is it possible to make it able to fire and aim the vehicles while controlling the pylon, I kinda want to use it as targeting pods for vehicle that doesn't already have a targeting pod but already has pylon.
Ampersand  [author] Jul 2 @ 9:35am 
Thanks for the report. I'll have another look at that.
MG_Striker Jul 2 @ 7:42am 
it only sees to be on the smallarms turrets
MG_Striker Jul 2 @ 7:41am 
it kills the attached turret and sometimes the vehicle its atached too aswell when its not that durable
MG_Striker Jul 2 @ 7:22am 
@Ampersand My vehicle seems to be glitching out when the turret is connected to my terminal or trigger when i try to drive (have only testet the TGP Smallarms turret) pls help or explain if i missed a setup step that would cause this
Ampersand  [author] Jun 25 @ 8:56am 
Thanks for the report and enjoy!
0x00 Jun 25 @ 8:27am 
Typo btw, spams 'Warning Message: Picture p:\a3\ui_f\data\gui\cfg\hints\uavconncetion_ca.paa not found'.

Awesome stuff, thanks for all your cool contributions.
Ampersand  [author] May 13 @ 5:26am 
I guess it can help if you want to attach your turret to a moving part of the vehicle.
prate4s May 13 @ 4:30am 
can I use this mod to attach static weapons on vehicles?
Ampersand  [author] May 4 @ 8:02pm 
Thanks and enjoy =)
Yo Gabba Gabba! May 3 @ 6:11pm 
Really amazing work here
Wolves Hero Mar 29 @ 3:55pm 
I made it civilian car with hellfire missile with stay undercover on easily stealth kill enemies roadblocks & any vehicles without alerted, pretty fun 😂😂🤘🤘
Wolves Hero Mar 29 @ 12:35pm 
Done, I was searched & founded
Ampersand  [author] Mar 29 @ 12:33pm 
Default is ctrl shift A
Wolves Hero Mar 29 @ 12:24pm 
@Ampersand can't find keybind for attach none in controls setting. I tried pressed any on keyboard none find on Zeus while play Antistasi Ultimate on host LAN singleplayer.
Ampersand  [author] Mar 29 @ 7:52am 
Zeus Enhanced has a module and a keybind for attach.
Wolves Hero Mar 28 @ 10:56pm 
Issued on Antistasi Ultimate no option can't attach pylon on any vehicles. I used Zeus Enhanced didn't show up attach. Only worked on normal Zeus edited on singleplayer.

https://steamcommunity.com/sharedfiles/filedetails/?id=3454026344
Wolves Hero Mar 28 @ 9:39pm 
Awesome hellfire missile on my civilian helicopter 😂😂🤘🤘
Didn't show up aim & lock on because don't have hud in vehicles & turrets

https://steamcommunity.com/sharedfiles/filedetails/?id=3454001772
Ampersand  [author] Mar 20 @ 4:00pm 
Actually, it's muzzle flash. They don't have muzzle flash.
Ampersand  [author] Mar 17 @ 2:47pm 
Ah I recall now. When I tried to do it before, the weapons didn't cast any shadow. Same behaviour for the Western Sahara gun drones, but they are flying so the shadows are a smaller issue. Not sure if this is still the case.
Spectre Mar 17 @ 2:16am 
Lmao
Spectre Mar 17 @ 2:15am 
I just want varieties of different machine gun mounts. Eg. A fixed m249 or a fixed rpk etc..
Ampersand  [author] Mar 14 @ 2:18pm 
Ampersand  [author] Mar 12 @ 7:06am 
I get what you mean, like a pintle mount for personal weapons. Why would you want that instead of an FFV seat though?
Spectre Mar 11 @ 11:12pm 
Instead of using UAV terminal can you do something so that we can fire the weapon by manning the weapon like an M2 or MK30 static mg but for any weapon we choose?
kgp227 Feb 26 @ 5:43pm 
would appreciate it, tried running setCombatMode "RED"; on them in eden but didn't work until I tried it in zeus. I would like to make enemy emplacements with the pylons.
Ampersand  [author] Feb 26 @ 1:50pm 
@TehF0cus enjoy =)
@kgp227 Could be scripted into mission. If it's desired I could make it an 3DEN attribute.
kgp227 Feb 26 @ 10:44am 
Stupid question, but how do I make turrets fire at will without telling them to do so in Zeus?
TehF0cus Feb 10 @ 9:17am 
An unexpected but welcome update.
Ampersand  [author] Feb 10 @ 6:27am 
@izzat.ibrahim.al.douri.1942 that is indeed WIP. See screenshot for 3den attach attribute.
@PineCone227 I see what you mean. Although for my invisible stuff it doesn't make much difference.
@万物尽在我眼中 You may need to connect with uav terminal to turn on radar.
@Niuder use the script snippet to connect the remote trigger on initialization.
@relfhu Will look into that. Thanks!
@Аркадий Аналыч @Vindicheck that the pylon has an AI (is your side colour, not yellow).
@Hannibal Sounds like you've got a small arms turret. Remote Pylons/Turrets are what takes the vehicle weapons.
@SalientStrike thanks and enjoy! Use the standard action on the pylon to connect remote trigger, then use the keybinds to arm and fire.
SalientStrike Dec 17, 2024 @ 4:35am 
Recent commentators: First you need to ensure that you have a UAV Terminal on your person through Arsenal, then you need to place AI Units inside of the Pylons either in the Eden Editor or in-game during your Scenario, then you can finally remote control the Pylons through the UAV Terminal. That's how it works on my end at least. Still exploring all of this Mod's features. I hope that this Mod stays supported since this is an awesome feature to have honestly. Modularity ftw