Arma 3
Pinned Down A Total Combat Immersion Mod
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Update: 15 Sep @ 8:36am

Bikey needed Keys folder

Update: 15 Sep @ 8:28am

added Bikey

Update: 13 Sep @ 4:48am

Pinned Down — Update (2025-09-13)

Fixes
    Player suppression toggle now works mid-mission both ways. Turn it Off or On and it applies instantly. No restart needed.Red Hue Cap = 0 now means zero tint. Removed the hidden floor and warm bias when the cap is 0.

Settings/Compat
    Unified the player toggle key (new key first, legacy mirrored). Old configs still work.Server-scope option reboots client FX on change so “Enable Player Suppression” actually turns on during play.

Under the hood
    Proper cleanup and handle restart for player FX. No duplicate threads, no stuck PP effects.Night gate behavior unchanged (no weird brightening at night).

How to tweak quickly: Esc → Options → Addon Options → Pinned Down — Player Effects
• Set Red Hue Cap to 0 for no red tint
• Toggle Enable Player Suppression to taste

Server/Admin setup (CBA Addon Options)
How to enforce PD settings on a server
    Open Esc → Options → Addon Options, switch to the Server tab, pick Pinned Down.Tick Overwrite Clients on any rows you want enforced (AI and Player sections).If you see a small red X on a row (e.g., AI Suppression Distance), click it once to reset to default, then set your value.Click OK to apply. Most changes take effect live; if something is mission-scoped, restart the mission.* For the Player toggle to work mid-mission when turned ON, make sure you’re on the latest PD build (it reboots client FX automatically).

Quick sanity checks
    After flipping the Enable Player Suppression checkbox, this should show true/false as expected in the debug console:hint str (missionNamespace getVariable ["Mikeys_PLAYER_SUP_ENABLED", -1]);Clients joining in progress inherit the server values if Overwrite Clients is ticked.*If a value won’t stick, clear the red X, re-set it, and press OK.

Update: 10 Sep @ 4:50pm

Hotfix – Sept 10, 2025

New / Restored
• AI: Suppression sliders are back – Strength, Recovery Half-life (sec), Duration Cap (sec), Skill Degradation Cap.
• “Use Suppressive Fire” toggle (mission/server scope).
• “Suppressive Fire Burst” slider (1.0–3.0s, default 1.5s).

Fixes
• Distance filter applied to suppressive fire (stops unrealistic long-range spam).
• Player aim suppression no longer shows odd spikes during non-combat testing.
• Continuous damage sources (e.g., WP/CS gas in SOG) won’t trigger rapid blink loops.
• CBA settings registration cleaned up; missing sliders UI resolved.

How to access settings
Start a mission → Pause → Options → Addon Options → “Options for” → Mission or Server → Pinned Down.

Credit
Reports from Orion and Sandman helped nail these down – thanks!

Update: 8 Sep @ 5:53am

Hotfix v0.10.2 — 2025-09-08
• Fixed: AI suppression routines could misfire and hit teammates.
• Improved line-of-sight (LOS) checks to filter out friendly units before issuing suppressive fire.
• Stance/suppression logic cleaned up for smoother behavior.

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.