Arma 3
Pylon Bodger
48 Comments
[Anvil-7] Davis 6 Jul @ 10:29am 
since the new update pylon bodger has not been accessible in zeus for me to adjust aircraft. any tips?
SandmanJr 13 Jan @ 9:55am 
Hey this is a really great mod, I've been looking for a way to quickly apply pylon presets during missions and this is a dream come true. Thanks a lot
TheDirtyGavin 3 Jan @ 5:28pm 
hey, i cant get the module to shop with zeus standard or with ZEN mod does it need a dependency that it doesnt list or something?
kiba3x 4 Dec, 2024 @ 8:30am 
Non-Zeus version? :csgoanarchist:
Seathre 9 Jan, 2024 @ 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)
[SV]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. :)
Yske 22 Aug, 2023 @ 2:58pm 
Still having that issue- using it via module
Goose  [author] 2 Aug, 2023 @ 5:08pm 
@Slothman, I believe I have an idea of why thats happening, specifically if you are using the module, running some tests to verify and consequently if the fix works. Ill have an update out tonight if it does
Goose  [author] 2 Aug, 2023 @ 4:20pm 
@Slothman, apologies for the later reply. Do you remember which way you opened the menu for it? As in via the zen-context, ace menu, or the module?
Slothman 28 Jul, 2023 @ 8:38pm 
the menu is showing up for all players with the mod if i use it
Goose  [author] 8 Jul, 2023 @ 1:14pm 
@Sam, actually has been on my mind for a while, and its the next update I plan on working on for it. Have some ideas of how to set it up already
Sam 8 Jul, 2023 @ 10:05am 
Any chance to 3den version, not zeus?
Demon_Hawk 17 Jun, 2023 @ 6:06pm 
That's what I thought but wasn't sure if you had a workaround. Guess I better learn how to modify vehicles lol
Goose  [author] 17 Jun, 2023 @ 1:43pm 
@Demon_Hawk, unfortunately there is no way to add a traditional pylon weapon to a vehicle not setup to take them. Theres some scripting methods to make them able to shoot weapons they arent setup for - acting like when you get in a static mg where its just the only weapon available to shoot, but if the config doesnt have any pylons set, nothing you can do without modifying it yourself.
Demon_Hawk 17 Jun, 2023 @ 1:15pm 
Not a recommendation but more a question; Do you know how to add pylons to an unarmed vehicle model? Eg; Huron or Taru?
[Fr33_Co] Alpha Cat #x86 > java 8 Jun, 2023 @ 9:03am 
a very good addon, thanks ! the search bar is so great when using UAS
Goose  [author] 5 Jun, 2023 @ 12:05pm 
@ethi ly2<3 Enjoy it man, and if theres anything that youd like tweaked or added lemme know
Yasashii 5 Jun, 2023 @ 6:20am 
bro i ly been waiting for a mod like this for a long time:steamthumbsup::steamthis:
Goose  [author] 3 Jun, 2023 @ 1:21pm 
Update released adding functionality for exporting, see description above. Compatibility for ZEN menus and ACE zeus interaction to remove necessity to use the module for those that have them installed, aswell as a small fix that gets rid of those empty logic objects when the module was placed invalidly
Goose  [author] 3 Jun, 2023 @ 10:36am 
@Machine Gun Kelly after a bit of more thought ive decided to just have two different export buttons, one built for saving to scripts in like in the format you provided in the first msg, taking in the vehicle/unit name as a parameter, and the other for just directly pasting into an init field. Best of both worlds was just to have both options right there
Goose  [author] 3 Jun, 2023 @ 10:15am 
@Machine Gun Kelly I unfortunately cant create an sqf for people, however I can export all the required lines to clipboard for people to paste - of which I have working thus far in dev. For the kind of purposes you had in mind, would you rather it be made in a way that the vehicle in referenced by "this" as in: "this setPylonLoadOut[.....]" or be referenced by "_vehicle". The former lets you just direct copy paste into the init field, the latter is more robust for making preset scripts, letting you just pass in the vehicle in mind as a param
Goose  [author] 2 Jun, 2023 @ 9:58pm 
Bug has been fixed in most recent update! See change Notes if you're curious what was up
Kazutrash 2 Jun, 2023 @ 7:52pm 
Sure that sounds good. I deleted and reinstalled the mod to make sure. I'm gonna try running with just the mod and Zeus Enhanced and see how that goes.
Goose  [author] 2 Jun, 2023 @ 7:45pm 
@kazutrash Odd, if you can send me the mod list I can have a look through and see, ill dm on steam my discord to send it over and make things a bit smoother to debug if thats alright with you
Kazutrash 2 Jun, 2023 @ 7:42pm 
Ok I checked and the mission was already set up to allow all addons for the game master. I wonder if I have a mod that is causing issues. I am running 75 mods right now. But the only one I can think of that would have any effect on zeus is Zeus Enhanced :/
Goose  [author] 2 Jun, 2023 @ 7:37pm 
@kazutrash if you dont want to go through the actual mission file but have access to zeus in the mission already and can execute code on the server, you can find the zeus module in the mission, usually named gamemaster, and execute: `_this addCuratorAddons["GES_PylonLoadOutUI"];` on it. Idk if youll have to do that everytime you launch the mission or not sadly. To find the module btw just use add editable objects and set it to all and just look around for it, it should be on the objects tab on the left
Goose  [author] 2 Jun, 2023 @ 7:31pm 
@kazutrash ah ok, so in Eden Editor for that mission, there will be a game master module, you can set that to allow all addons for curators from a drop down after double clicking it, or if you want to be selective there's another module for "manage addons" you can place/edit if its already down, and add "GES_PylonLoudoutUI" to the Addon Classes box.
Kazutrash 2 Jun, 2023 @ 7:27pm 
Not sure how to do that. I'm not a mission maker, I just host missions that I download.
Goose  [author] 2 Jun, 2023 @ 7:10pm 
@kazutrash Youve verified that the gamemaster (zeus) module is set to allow the addon for curators?
Kazutrash 2 Jun, 2023 @ 7:03pm 
Does not show up no matter what mission I am running. Even sandbox.
Kazutrash 2 Jun, 2023 @ 6:57pm 
Testing it in KP Liberation that I am hosting. I'll see if it shows up in any other missions.
Goose  [author] 2 Jun, 2023 @ 6:01pm 
@kazutrash it should be I did all my testing of it with Zeus enhanced loaded, are you testing on your own mission or on someone elses?
Kazutrash 2 Jun, 2023 @ 5:54pm 
Is this compatible with Zeus Enhanced? It's not showing up in my zeus modules :(
Machine Gun Kelly 1 Jun, 2023 @ 10:07pm 
@Goose - Sounds good...thanks!

:)
Goose  [author] 1 Jun, 2023 @ 8:16pm 
@Machine Gun Kelly Exactly what I had in mind with an exporter, and also why I made sure that this mod is only client-side, no requirements for anyone. Can even take it into a zeus server that doesnt run it at all and so long as the addon is allowed or you can enable it for curators, you an use it without the server or any other player ever needing to touch it
Goose  [author] 1 Jun, 2023 @ 8:13pm 
@Frosted Vert Yep! I know the feeling well and its exactly what I built this for as a mission maker myself
Yo Gabba Gabba! 1 Jun, 2023 @ 5:29pm 
If I'm reading this right, this is a godsend. Trying to get x mod's weapons on y mod's aircraft has driven me crazy since the Jets DLC.
Machine Gun Kelly 1 Jun, 2023 @ 9:57am 
@Goose - Thank you for your reply. The purpose I laid out would be so that anyone could use those scripts without having the mod. This would make your mod 'more open' than as opposed to being 'closed' - i.e., the mod being needed all the time.

This would mean the 'average Joe' could download a mission that was constructed with your mod and this player would NOT need to install another mod.

I know MYSELF, if I have download mod after mod to play a mission, I skip it and move on to another.

This would mean one less mod for players to have to download to play a mission. Let the creators get it... ;)

:)
Goose  [author] 1 Jun, 2023 @ 8:36am 
@Machine Gun Kelly I can certainly add a feature like that. Perhaps adding an Eden Editor context menu or tool to generate an sqf for general purpose + an option to "load" a saved (once I get those in) loadout by appending to the objects attribute field. So mission makers with the mod installed can save a few loadouts, either export them to a script, or from the editor load them onto an object via some menu function to have everything ready to go on start
Machine Gun Kelly 1 Jun, 2023 @ 7:26am 
@Goose - While this looks interesting, one thing that might help 'spreading it' would be the option to export the pylons into into a SQF formatted script.

This way, people could set up units, export the script and then in ANY map they build, they use the init field to 'activate' the pylons.

Example: [Unit_Name} ExecVM Pylon_001.SQF;


Just a thought!

:)