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Can't escort the Prisoner away since they won't move and are stuck.
Thanks for the answer :)
If you play TFF2 2035 ver, best way to get them surrender is calling a AH-99
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
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.
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.
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.
Thank you for letting me know!
@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!
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.
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.
ty
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.
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.
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!