Pylon Anywhere
Remote operated equipment which can be attached to other vehicles to enhance their capabilities.
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.
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
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.
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
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.
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.
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]