武装突袭3

武装突袭3

Pinned Down Surrender
92 条留言
MR WOLF YTC 10 月 29 日 下午 4:24 
does this work with Antistasi ultimate, if so how does it work, if not could you please
Mikey74  [作者] 10 月 26 日 上午 10:34 
@nicholas.bell.59 Thanks so much for the awesome feedback. I am glad you're enjoying pds.
nicholas.bell.59 10 月 25 日 下午 8:49 
Just want to say thanks for this excellent mod. It works quite well in DUWS-X.
Mikey74  [作者] 10 月 25 日 下午 12:08 
neretropazanchic no its already built into game.
neretropazanchic 10 月 25 日 上午 9:52 
Could you make a module where you can adjust the soldiers' courage? For example, if the unit was weak and surrendered quickly, or if it was fanatical.
Mikey74  [作者] 10 月 24 日 下午 7:49 
"is the player also able to free captured friendly soldiers?" Not yet. This will be added hopefully in the future. I am currently working on a book, family and a few other things. So I cant promise this as an absolute or a very soon thing. But yes the plan is to add this and to add units picking there weapons back up if not secured. Thanks for the understanding, but right now. My book is very important and needs to be finished. I've put it off way to long now.
minecraft with gadget 10 月 24 日 上午 9:58 
Love this, adds a ton of immersion. I was wondering though: if you allow the player's side to surrender, is the player also able to free captured friendly soldiers?
Mikey74  [作者] 10 月 22 日 上午 4:30 
unit setSkill ["courage", 1]; https://community.bistudio.com/wiki/setSkill IS what I would use. This is not set by my mod. This is monitored by my mod.
neretropazanchic 10 月 22 日 上午 2:21 
Where to regulate morale?
Mikey74  [作者] 10 月 21 日 下午 8:30 
Yes morale/courage does make a difference.
neretropazanchic 10 月 21 日 下午 1:05 
Does it make a difference if I set a squad to high morale in the 3den mod?
Xherdos 10 月 19 日 上午 10:52 
The Forgotten Few 2 there is a light bug with where you need to Capture People they go into the Surrender Stance and then stay like this.

Can't escort the Prisoner away since they won't move and are stuck.
Xherdos 10 月 17 日 上午 10:58 
Ah so Heavy Weapons as always works wonders then unless they use AT/AA launchers xD

Thanks for the answer :)
Octopuss  [作者] 10 月 15 日 下午 9:49 
@Xherdos
If you play TFF2 2035 ver, best way to get them surrender is calling a AH-99:steammocking:
Snatch a heavier armor , APC or something also works.And if you have a "defend convoy" or "defend location" mission, better turn off the player side surrendering feature in settings, to avoid friendly GS surrender
Xherdos 10 月 14 日 上午 6:46 
What is the best way to increase the Chance that the Enemy Surrenders?

So far i only managed to get it once and that was when i used a GMG Sentry to bombard a Position with all it's Ammunition. (Forgotten Few 2, 6 Man Squad destroying a Base with 20-30 Tango's)

In Zeus when i placed Units (6 Nato Weapons Squads vs. 2 AAF Weapons squads) They (AAF) never surrendered even when i increased scan radius and placed them a bit more apart.
Jergen Von Strangle 10 月 12 日 下午 2:42 
@Mikey74 Good to hear, hope to see it implemented eventually
Mikey74  [作者] 10 月 12 日 下午 1:37 
@Jergen Von Strangle I really like that idea. It’s been close to a decade since I built a module, but I’ll look into it. Can’t promise much right now since I’m taking a short break from the first two Pinned mods to avoid burnout. I’ve got a few other Pinned concepts in the works, but when I circle back, this feature’s definitely going on the list to research and hopefully add.
Jergen Von Strangle 10 月 12 日 下午 12:11 
Just as a suggestion, (I in no way know how difficult it is to mod arma, so take what I suggest with a grain of salt) a zeus module allowing the zeus controller to secure/unsecure prisoners, just like the in-game player can, would make this mod significantly better than CQB. This one actually works better as it is, but this addition would make it next level :steamhappy:
Knuckle.Monkey 10 月 12 日 上午 10:18 
thank you sir
Mikey74  [作者] 10 月 12 日 上午 8:51 
@Knuckle.Monkey Yep. It works fine with Zeus — surrendered AI stay editable, visible, and synced.
Knuckle.Monkey 10 月 11 日 下午 4:47 
does this have Zeus compatibility? thank you
CzechsMix357 10 月 11 日 下午 1:43 
Thank you for exploring my issue further! You may try looking into the capabilities of the ACE captive module, at least for triggering purposes, as that system is utilized in the Extended Morale System and Hors de combat mods, and appears to play a little nicer with PIR. You may be able to layer your animations and weapon dropping mechanics (which I personally prefer the look of compared to the other mod's implementation) on top of that module.
Mikey74  [作者] 10 月 11 日 下午 1:19 
@brendob47 there is a setting in the pds settings to turn off players side from surrendering.
brendob47 10 月 11 日 上午 11:49 
Maybe my mod didn't update, but I'm noticing friendlies nearby surrendering while in a fight. Maybe add a hold action that lets players "un-surrender" units of the same side?
Mikey74  [作者] 10 月 10 日 下午 8:57 
@CzechsMix357 Thanks for the feedback and for taking the time to dig into it. I really appreciate it. Unfortunately, this one’s outside my reach. The issue comes from how PIR handles full-body “downed” animations at the same time PDS runs its upper-body surrender gesture. I don’t make or modify animations, and I can’t patch another mod’s system without breaking compatibility elsewhere.

So for now, this is one of those cases where the two mods just don’t play nice together. I’ll keep it noted, but there won’t be a fix on my end any time soon. Appreciate your understanding and the kind words about the mod. I’ve added a note to the PDS compatibility section.
CzechsMix357 10 月 10 日 下午 5:05 
Hey Mikey! Greatly enjoying the mod so far, and look forward to your potential additional features such as rallying and rearming.

Regarding your PIR compatibility, I've been noticing some odd behaviors from AI running both together, such as their torsos being upright with hands raised, while their lower body is rolling around on the ground, legs facing the wrong way from the upper body. In testing, this seems to occur when a unit gets put into a PIR downed state at the same time it is surrendering, causing the lower half to use PIR animations, and the upper half to use yours. Perhaps something can be added to exclude units currently in a PIR animation from being affected by the mod.
Mikey74  [作者] 10 月 10 日 下午 12:14 
@Sam Yeah, that’s mostly the Arma 3 AI reacting naturally. PDS just nudges them in the right direction when things get rough.
Sam 10 月 10 日 下午 12:08 
Mikey74 . Just curios. It work fine. Damaged heli landed and AI raised their hands
Mikey74  [作者] 10 月 10 日 下午 12:05 
@Sam please tell me Pilots aren't surrendering during flights!? If so I'll look at it the 1st chance I get this coming weekend.
Sam 10 月 10 日 下午 12:02 
Is there some smart logic with heli pilot surrender|?
Mikey74  [作者] 10 月 10 日 上午 11:53 
@DiviAugusti Thank you. This is all I'm trying to do. I'm glad you're enjoying it 🙂
DiviAugusti 10 月 10 日 上午 11:16 
extremely cool mod exact thing i was lookin for
Nellan 10 月 10 日 上午 5:02 
@Mikey74
Thank you for letting me know!
Mikey74  [作者] 10 月 9 日 下午 2:54 
@Nellan Sorry. I don't know Ukrainian . I hope this works. I'm sorry if it don't.

@Nellan Перепрошую, перекладач створює плутанину.
Коли я кажу, що скрипт «працює, тільки коли ШІ починає тікати», це означає:
Солдати ШІ (AI) придушені вогнем і починають боятись.
Вони припиняють битися і «тікають» (flee) — тобто намагаються втекти у безпечне місце або знайти краще укриття.
Скрипт мого моду активується лише тоді, коли солдати починають так тікати.
Сам скрипт нікуди не «тікає». Він активується або починає працювати, коли солдати тікають. Сподіваюся, так зрозуміліше!
Nellan 10 月 9 日 下午 2:16 
@Mikey74 I use a translator, maybe it translated it incorrectly, but how can I understand “and runs away”? I don't understand this very well.
Mikey74  [作者] 10 月 9 日 下午 1:29 
@Nellan Yep. It’s compatible with PIR and Drongo’s Drone Tweak, and it’s super lightweight. It only runs when AI start fleeing, so no FPS hit or freezing unless another mod’s throwing script errors.
Nellan 10 月 9 日 下午 12:53 
Is it compatible with Pir and Drongos Drone Tweak?
Nellan 10 月 9 日 下午 12:51 
According to the code, can this modification reduce fps or cause freezing?
Komodo 10 月 8 日 上午 11:13 
ty
Octopuss  [作者] 10 月 8 日 上午 9:49 
@Ace
I use ACE mod too, and when a AI unit surrender via PDS, you still can use ACE cableties to restrain those unit and using ACE method (win key) to open their inventory as well as you can "escort" them to move around even load them on vehicles.
Ace 10 月 8 日 上午 9:31 
In ACE, it is already possible to arrest and search unit inventories. Can you make a soft compatibility with ACE so these features don't get into conflict in weird ways?

I think a soft compatibility would merely detect when ACE is installed, and when the code runs to add the arrest and inventory search actions, it simply doesn't do that.

The limiting of the arrest feature is most important to me because ACE specifically provides the use of zipties to handcuff units. Until learning of this mod I had to arbitrarily decide when units surrender based on my observations in Zeus.
Mikey74  [作者] 10 月 8 日 上午 6:28 
@Komodo Yes, PDS is compatible with LAMBS Danger FSM! Both mods can run together. PDS handles surrender when groups flee and are outnumbered, while LAMBS handles tactical AI behavior. They complement each other - LAMBS makes AI smarter about when to retreat, and PDS gives them the option to surrender when retreat isn't viable. No conflicts reported so far!
Komodo 10 月 8 日 上午 4:38 
hi, is it compatible with LAMBS.danger fsm?

ty
Mikey74  [作者] 10 月 7 日 下午 6:35 
I'm going to filter it a bit more for next update. I finally recreated what you're seeing. I thought I had fixed that. Some if it for instance and infantry squad with not AT will surrender way faster than a squad with an AT gunner against armor. That's as it is in real life. That said. I'm going to filter this and add settings for others to adjust. Right now I'm not home so I can't recall the actual setting, but you can increase the range of comparing same side surrender. This may help. Also I have added and tested the tick mark for turning off ai surrender deletions. That will definitely be in the next update. Thanks for the feedback. It's much appreciated.
dada 10 月 7 日 下午 5:04 
I would also to give my feedback similar to Bax.

The Crewmen in my transport surrendered 7 seconds after the first bit of contact. (not direct some explosions a couple meters away and small arms from almost a km) Also had times where infantry surrender even with other units near by supporting its 50/50

I love this mod overall its useful in specific scenarios but I did come here to see if anyone else had the same issue.
Bax ⭐ 10 月 7 日 上午 10:46 
Mate, I have to thank you!

re: surrender There were no enemy forces in the active combat zone anymore. But I'm going test it again, since I changed the range and they might have "sensed" the enemies in the next settlement.

Really appreciate your professionality.
Mikey74  [作者] 10 月 7 日 上午 9:00 
@Bax ⭐

Thank you for the detailed feedback and great suggestions! I'm glad you are enjoying the mod.
Your ideas regarding freeing prisoners and transport/escort mechanics (including the stand/sit/lay down actions) are all excellent and are definitely features I am planning to consider for future updates.

Regarding the surrender: Friendly units are designed to surrender when overwhelmed by an enemy force.

Currently, my primary focus is to iron out remaining bugs and achieve full compatibility with the PDM (Pinned Down Medical) mod for its upcoming release. Getting that foundation solid is the most critical next step.

For the more complex mechanics, like transport, I'll need to evaluate the technical complexity. If it becomes a very involved system, it may be best to either leave it up to mission makers to script or potentially release it as a separate companion mod to keep the core Pinned Down Surrender focused and stable.

Thanks again for the support!
Bax ⭐ 10 月 7 日 上午 8:44 
Thanks for the mod! 1. Can we free the prisoner again? Sometimes it's needed. 2. Somehow even the friendly AI (I'm blue, they're blue) surrendered. Did I miss a setup? 3. Can we transport / escort them? I was using Hors de Combat before, it had all that but the guys did not sit down but just stand all the time. :D Maybe we can get an action menu item to make them stand. lay down or sit? Again, thanks a lot already. So much work!
Mikey74  [作者] 10 月 7 日 上午 6:28 
@Пехота Thanks for pointing this out. If possible I'll add a tick box to disable by next update. For now set Auto-cleanup and cleanup radius to maximum.
Пехота 10 月 7 日 上午 6:02 
Hello, great job, I really like it. I have a question, is there any way to disable Auto-cleanup?