Arma 3
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Pylon Bodger
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Data Type: Mod
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60.691 KB
26 May, 2023 @ 11:57am
8 Oct, 2023 @ 2:11pm
12 Change Notes ( view )

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Pylon Bodger

In 1 collection by Goose
Goose's Arma Mods
3 items
Description
Sick of writing init fields and scripts to just add a specific weapon to a pylon because it just isnt supported normally? Well then this might be exactly the niche tool you want!

This adds a zeus module + (ZEN context menu and ACE zeus interaction if they are installed respectively) which when used on a vehicle allows you to configure its pylon loadouts to ANY and yes I mean ANY pylon weapons/magazines in your current arma install, including modded entries. No longer will you be bound to the object attributes screen and splendid config viewer, forced to scour the wiki again to get the syntax for setPylonLoadout, only to still mess it up by inputting [-1] instead of [], or have that lovely new setup plane fail to take off and waste your time to do it all over again! With Pylon Bodger by Goose, me, the process has been refined down to:

Simply ,
1. grab the module in zeus,
2. place it on a vehicle,
3. find/search for the pylon weapon you want,
4. select the slot(s) to load it onto,
5. Optionally choose to assign all selected to Pilot or Gunner with a simple click of a button
6. press OK.

and presto! Simple as. You now have your desired pylon loadout. All without having to copy+paste, type out, or scrounge through the configs to add your desired pylon weapon, saving you time and headache alike!

NEW FEATURES:

Exporting!
If you want to save or share a loadout, there now is included two new glorious buttons to copy to your clipboard a block of code for you to paste that will recreate the current loadout on the vehicle when executed in one of two formats :
1. For use directly on a vehicle in Eden Editor by pasting it in the vehicles init field.
2. For use as an external sqf file, taking in a "_vehicle" parameter to be passed to it as such: "YOURVEHICLE execVM "YOURLOADOUT.sqf".

SAVING AND LOADING
Loadouts can now be saved via the obvious button, loadouts are saved to your profile and can be accessed and loading anytime after, even in seperate missions. These loadouts are able to be loaded on any vehicle of the same number of pylon slots freely.

PYLON FIRING PRIORITY
New menu to set the firing priority of all pylons on a vehicle, for instances such as linking rockets of the same type to fire in sync, or changing what gunpods are fired first in a set. This is saved to the vehicle and also is retained in the saved loadouts.

This mod is client-side, server does not need the mod but would have to allow the addon for curators to use

In all seriousness, I hope this mod ends up being a useful timesaver to others as I had intended it to be for me, one of my first major projects in modding arma 3, BetterTucano was my first and its been a joy to work on.

https://steamproxy.net/sharedfiles/filedetails/?id=2957799694

Ill be keeping up arma modding, and also updating and maintaining this mod - theres some more features to come, and im sure bugs to fix.
Note about Apex Servers (Invade & Annex)
- The main features of Pylon Bodger for Zeuses, searching, selecting, setting, changing turret, and priority, should all work now when used on an Apex Server.
- Saving and Loading however are not fully set up to be compatible with their restrictions and framework. Loadouts should save correctly, however due to their whitelist of cmds + functions, loading a saved loadout will be blocked.
- Reworking how the mod handles saving and loading these loadouts to work within/along side Apex and "regular" use requires more work/designing than seems on the surface, especially when trying not to add in these checks for use on Apex Servers to all loadouts and consequently ones exported for scripts and init lines, but also trying to not create an Apex exclustivity type of loadout that can only ever be loaded on missions with their framework.
-Current concession is a lack of support for loading saved loadouts, however I will keep picking my brain at "clean" solutions and if it is wanted enough will implement compatibility even at the cost of a messier or Apex-Specific section of saved loadouts.
Known Bug(s)!
- When multiple curators are present on server and the Pylon Bodger menu is opened via the module, the UI opens for all curators. A fix will be coming soon, apologies for the length of time the bug has been present, complications in life and family came up and made focusing on developement difficult. Utilizing the ACE action or the ZEN context menu to access the Pylon Bodger menu should be functioning normally without the bug for those that want/need a workaround for the time being. This should be fixed now! Please report if it keeps happening.

Support me!
If you would like to support me on my endeavors I have opened a patreon and Ko-fi Bare bones and basic, but there nontheless. Thank you all, and enjoy.
[www.patreon.com].
[ko-fi.com]
if you're curious about the inner-workings without extracting the PBO or leaving a bug report not on steam, you can check out the mod on Github[github.com]. Dont judge my messy code too harshly or ill cry :( -Most of it will get cleaned up and polished overtime

Additional note
I know this is not the first mod of its kind, and there may already exist better alternatives with more features already, but regardless I hope this can find a place on your lists.

Future additions
- Addition of accessing menu via ZEN context and ACE Zeus Now has ZEN and ACE Interaction support!
- Bodged Loadout saving and loading from the menu, similar to base game Pylon loadout saving, but bodged We did it! We have saving and loading!.
- Whatever other suggestions or ideas catch my fancy, leave some below!


Popular Discussions View All (2)
3
19 Mar @ 11:35pm
Suggestions/Ideas
Goose
3
13 Jun, 2023 @ 3:08pm
Bug reporting
Goose
44 Comments
Seathre 9 Jan @ 12:09pm 
@WalkerGMS This mod only works on the Dynamic Loadout variants. In the case of the Buzzard, I believe that is the Buzzard (CAS) variant.
WalkerGMS 16 Dec, 2023 @ 5:38pm 
It just default Zeus window "Edit A-143 Buzzard AA", with health/armor, fuel, and etc.
WalkerGMS 16 Dec, 2023 @ 5:36pm 
I already dragging the [Ges] Pylon module to my plane but no pylon window coming out after double clicking the plane
Goose  [author] 1 Dec, 2023 @ 3:52pm 
@[REDACTED] Fox Not with Pylon Bodger unfortunately, you can sorta mimic the behaivor with Pylon Anywhere by Ampersand but still not flawlessly/seemless, id recommend checking out their mod and seeing if it can at least fulfill the role somewhat.
[REDACTED] Fox 1 Dec, 2023 @ 1:56pm 
Is there a way to place a Targeting Pod on an aircraft with this mod?
Goose  [author] 6 Oct, 2023 @ 4:15pm 
@Yske , @Slothman Sorry for the massive delay in fixing the issue but it (should) be resolved with todays update - and may have actually been since the last. If the issue persists let me know, im far more active again.
Goose  [author] 5 Oct, 2023 @ 9:20pm 
@[SFW]Sv can do, added you on steam and can send you my discord via dms. Ill have a look at those two vehicles in particular just in case but I am fairly sure its not the vehicles themselves (and im fairly sure ive used Pylon Bodger on the Wipeout multiple times)
[SFW]Sv 5 Oct, 2023 @ 6:57pm 
Hi Goose. "When you denote “Cant load or change the armoury” does that mean that the Pylon List (the list of all Pylon Weapons) is not loading". Yes this is the situation. I had tried on both Black Wasp II and Wipeout. Non works. Yes. Can you provide me your Discord so it will be easier to communicate and share my screen.
Goose  [author] 14 Sep, 2023 @ 5:16pm 
@Seathre No problem, it was thankfully just smth small unlike the bugs reported by others below so I figured I could quickly handle it even if im not back into the full swing of things yet.
Seathre 14 Sep, 2023 @ 5:09pm 
That was fast! Thanks for the update. :)