Arma 3
Pinned Down A Total Combat Immersion Mod
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Update: 6 Sep @ 8:58pm

Hotfix v0.10.1 — 2025-09-06
• Fixed aim “yo-yo” on suppression: added event latch + monotonic impulse (reticle can’t shrink on new hits).
• Fixed ADS clamp affecting event impulses.
• New adjustable settings: Event Latch, Minimum Upward Impulse, ADS Effect Clamp, Suppression Floor, Decay Half-life.
• Defaults tuned for smoother recovery (tick 0.10s, half-life ~1.10s).
• Adjusted internal scripts and improved minor features that were causing inconsistencies.
• Fixed error reported by the community (thanks for the heads-up OctoPuss! ).
Added Chinese localization (简体 / 繁體) — thank you OctoPuss!
• Updated description + refreshed logo for clarity and presentation.
• Plus a few minor fixes and tweaks

Update: 5 Sep @ 9:57am

revamped stance algorythim
few other tweaks especially with hue

Update: 2 Sep @ 8:16pm

# Changelog

## v5.4b — Prone Guard + Grenade Fix (2025-09-02)
**New**
- Prone-Guard watchdog re-asserts `DOWN` every ~0.25s while the hold timer is active.

**Behavior Defaults**
- `doSuppressiveFire` = OFF (disabled by default)
- `suppressFor` = OFF (disabled by default)

**Fixes**
- Units no longer pop up after nearby grenade blasts during hold.

---

## v5.4a — Optional Suppression Toggles (2025-09-02)
**New**
- Feature flags (both default **OFF**):
- `MKY_FEATURE_SUPPRESSFOR` — gate `suppressFor`
- `MKY_FEATURE_DOSUPPRESS` — gate `doSuppressiveFire`

**Why**
- AI brain + stance logic is doing the heavy lifting; toggles are there if mission makers want them.

---

## v5.4 — Sticky Prone & Hysteresis (2025-09-02)
**New**
- Sticky prone with hysteresis + minimum hold:
- `_hi = 0.65` → go `DOWN`
- `_lo = 0.30` → allow `MIDDLE` only if not already `DOWN`
- `_holdMin = 6s` (+ skill-scaled extra)
- State vars: `MKY_downHoldUntil`, `MKY_lastStance`, `MKY_nextStanceChange`.

**Changed**
- Stance changes use `switch true` style; only fire on actual change.
- Longer stance cooldown (~4s) while under fire.
- Monitor blends skills back based on current suppression; releases to `AUTO` and clears sticky vars.

**Fixes**
- Removed orphan “force stance” block that could fight EH logic.
- Eliminated most up/down jitter.

---

## v5.3 — Brain-Aware Normalization + Safe Degrade (2025-09-01)
**New**
- Normalized suppression: cache `AIBrainSuppressionComponent maxSuppression` ➜ stable 0..1 scale (`MKY_maxSup`, `MKY_fnc_normSuppression`).
- Capped skill degradation when `MKY_BRAIN_HYBRID = true` (keeps ≥80% baseline so we don’t double-nerf with the brain).

**Changed**
- Stacked timeout model (`Mikeys_Sup_timeout`) so new events extend, never shorten.

**Defaults**
- `doSuppressiveFire` and `suppressFor` is disabled for the time being

---

## PD Player FX Loop — Current (2025-09-02)
**New/Changed**
- Blink micro-cut on suppression spikes (`PD_BLINK_MIN=0.07`, `PD_BLINK_MAX=0.12`).
- Noise gate (`PD_SUP_EPS=0.02`) to reduce chatter.
- Subtle vignette (`PD_TUNNEL_GAIN=0.35`) + mild radial blur, both scale with suppression.
- Aim/Recoil scale with suppression (`PD_AIM_SCALE=0.6`, `PD_RECOIL_SCALE=0.8`).
- MP-safe, deduped, restores baselines on exit.

---

## Dev Knobs (quick)
- AI: `_hi=0.65`, `_lo=0.30`, `_holdMin=6` → raise/lower for stickier or looser prone.
- Flags (default OFF): `MKY_FEATURE_SUPPRESSFOR`, `MKY_FEATURE_DOSUPPRESS`.
- Brain hybrid cap: `MKY_BRAIN_HYBRID=true`.
- Player FX: `PD_SUP_EPS`, `PD_BLINK_MIN/MAX`, `PD_TUNNEL_GAIN`, `PD_AIM_SCALE`, `PD_RECOIL_SCALE`.

---

## Migration Notes
- Delete any old “orphan stance” code outside the EHs.
- Do not `disableAI "COVER"` unless you want full scripted control; current design assumes engine cover/brain is active.
- If another mod also sets stances, run this late or increase our stance cooldown.

Update: 1 Sep @ 12:15am

Suppression failed to taper off of player. This is now fixed. I'm going to bed now!

Update: 31 Aug @ 10:25pm

added player suppression back. I'm trying to make it hopefully dedi friendly. With what I have right now. Most likely not. Will lock this down soon I hope.

Update: 31 Aug @ 9:39pm

Finally got control of the suppressed blink! Added some more tweaks you can do in addon settings. Enjoy

Update: 31 Aug @ 8:08pm

player was going prone or crouching. This is not supposed to happen. I removed from AI suppression.

Update: 31 Aug @ 5:18pm

Debugs Didnt go away. LOL Gotta remember to give the mod time to update on steam!!! ;)

Update: 31 Aug @ 5:06pm

Removed an annoying debug

Update: 31 Aug @ 4:11pm

Player suppression was a bit overbearing. Toned it down
Few other small tweaks