Arma 3
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Pinned Down A Total Combat Immersion Mod
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
241.446 KB
31 Aug @ 3:33pm
5 Sep @ 9:57am
10 Change Notes ( view )

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Pinned Down A Total Combat Immersion Mod

Description
Dev Note: New update is live! I’d love to hear your feedback—hit me up on Discord or Twitter.


Join the Discord → https://discord.gg/H8ZJwAAQ
(i’m new to Discord—any help is welcome 😅)

Pinned Down — Combat Immersion for Arma 3

Tired of sterile firefights? Pinned Down makes pressure matter for both players and AI. When rounds crack, your vision blinks and narrows, aim wobbles, and nerves fray. AI don’t just idle—they lose confidence and react smarter. This is how A3 combat should feel. 🔥

Firefights aren’t laser tag. In real combat most rounds miss, but they still do work: they rattle you, push your aim off, and make you think twice about peeking. Pinned Down brings that pressure to Arma. It’s lightweight, easy to use, and requires no mission edits.

What it does
    []Pressure you can feel: brief blink, soft tunnel vision, and a faint red hue on close fly-bys. Scales with proximity and caliber. Motion-safe slider included. []Aim under fire: suppression adds wobble and slows recovery. Moving/turning punish accuracy more while stressed. []Smarter AI pressure: under heavy fire they use smoke to reposition, with sensible cooldowns to avoid spam. []Tuning, not takeover: no wild camera punches. Plays nice with mission AI and other mods.

Why it’s built this way
Real firefights are about suppression and maneuver, not 90% headshots. Expect roughly 1–3% hits at mid-range with cover (about 30–100 shots per hit, depending on range, skill, and terrain).

Quick favor — Ratings help discovery
If PD made your firefights better, a quick 👍 helps others find it.

Baseline load order: CBA → other mods → Pinned Down last
Faster, punchier feel: try Shake Mult 0.5–0.8, Stress Decay 0.03–0.04.

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Requirements
CBA_A3 (settings + functionality) → https://gtm.steamproxy.vip/workshop/filedetails/?id=450814997

Recommended Starter Settings
• AI Suppression: ON
• Player Suppression: ON
• Brain-aware (Hybrid): ON
• Prone Hold: 6s
• Stand Lockout after Release: 5s
• Recent Combat Window: 8s
If you still see “stand → drop” pops, bump Prone Hold & Stand Lockout by +2s.

Settings (CBA)
• Toggle Player Suppression / AI Suppression
Player Effects Strength (blink / tunnel / red hue)
Camera Shake (multiplier; optional)
Smoke Aggressiveness
Suppression Strength (how hard stress hits aim)
• QoL: copy current combat stats to clipboard → Ctrl+F12

Compatibility Notes
Pinned Down can overlap with stance/suppression systems in LAMBS, VCOM AI, etc.
• First run: CBA + PD only
• If combining, disable overlapping stance/suppression/smoke features in one mod

Roadmap
Advanced AI Cover — smarter find-cover
Morale & Surrender — context-driven surrenders (Spearhead 1944 anims if present)
AI Artillery Support — requests/cooldowns/safety, fully toggleable
• Optional medical tie-ins; CBA filters (your group / enemies / all AI)

Dev Note
I’m juggling work, family, and caretaking—updates will land, just not every day. Thanks for the patience.
If PD made your firefights spicy, please hit Favorite and Rate. 🔥👍

Lineage & Timeline
    []2013: AISS (first public AI project) []2016: FOA (smarter cover) []2020: Pinned (early suppression concept) []2025: Pinned Down (new codebase; suppression-centric + modular roadmap)

Popular Discussions View All (1)
0
2 Sep @ 11:13pm
Milestone Reached: A Heartfelt Thank You to 250 Subscribers!
Mikey74
77 Comments
Mikey74  [author] 7 hours ago 
@bushcrab Short answer: yes, compatible. Pinned Down and LAMBS both touch suppression/stances, so there can be overlap, but they don’t hard-conflict. If you want PD’s behavior to “win,” load PD last. I’m looking into patching, but the only clean way to separate them is by using LAMBS’ disableDangerAI variable — which I’ll expose as an optional setting in PD, so players can choose which system takes priority.

@TETO JSRS is 100% compatible. PD doesn’t touch sound. Run JSRS + its compats as normal. If you see anything odd, it’s likely load order or another AI mod.

@OctoPuss thanks for the assist! 🙂
bushcrab 9 hours ago 
So when you say

Pinned Down can overlap with stance/suppression systems in LAMBS

Would that mean it is Compatible With LAMBS
Octopuss  [author] 9 hours ago 
@TETO™ No, I used them together, no conflict at all.
I tested/played with ACE, also no issues.
In scenarios that random generated/dynamic scenarios such as DRO, Forgotten Few 2 , Antistasi,there are no issues at least on my end.
In fixed placed AI scenarios, there is only one different between vanilla and PD - some fixed placed static AI maybe prefer to "go prone" instead of standing.
TETO™ 12 hours ago 
Does it conflict with JSRS + Compat mods?
Mikey74  [author] 16 hours ago 
@Bacta Juice No direct conflicts with ACE. Pinned Down handles suppression FX and AI stance/morale separately, so it doesn’t overwrite ACE’s medical or AI logic. If you spot anything weird when running them together, let me know—I’ll patch around it.
Bacta Juice 16 hours ago 
Does it conflict with ace at all?
Mikey74  [author] 20 hours ago 
@Xherdos Should work fine—PD is addon-side and doesn’t replace mission logic.
For AI behavior, the host/server must load PD; client-only gives player visuals (blur/shake/aim).
Tip: load PD last.
Xherdos 20 hours ago 
How well would it work with Scenarioes like the Forgotten Few 2, Dynamic Civil War Redux and Antistasi Ultimate?
Mikey74  [author] 22 hours ago 
@Kebabit Yes. If you only want the player visuals, run PD client-side and in CBA set Enable Player Suppression = ON and Enable AI Suppression = OFF. You’ll get the blur/desat/shake + stress-based aim/recoil locally. AI behavior changes (stances/skill degrade) won’t apply unless the server runs PD too.
Note: some servers enforce signatures — if you get kicked, they’ll need PD’s .bikey on the server (they don’t have to load the mod, just add the key).
Kebabit 22 hours ago 
can this be run clientside for just the effects on the screen?