Arma 3
Pinned Down A Total Combat Immersion Mod
232 Comments
Mikey74  [author] 28 Oct @ 8:53am 
@MrGyani There are already settings for this in the mod.
MrGyani 28 Oct @ 4:45am 
This is a really cool mod but the suppression effect on AI is too OP. If you can, add an element that prevents AI from losing all sense of accuracy when suppressed cause otherwise a single shot over their head and i can keep walking over to them
JokingSteak 27 Oct @ 8:23pm 
Lambs seems to compliment this real well too. One thing is I noticed I'm getting friendly fired in the back a bit more often, but it doesn't seem like a huge issue at the moment. Just Arma being Arma. It's not like that didn't happen before already. xD
Mikey74  [author] 26 Oct @ 10:38am 
@JokingSteak Thank you for the feedback. With this mod the one with the fire superiority usually wins, but definitely not set in stone I've noticed.
JokingSteak 26 Oct @ 9:24am 
So this seems to work nice with laxermann's suppress mod as for as I can tell for anyone that wants to know. Great mod btw! Firefights on ris feel more authentic and can grind to a stalemate as a result.
Mikey74  [author] 23 Oct @ 1:04pm 
Thanks for the feedback. 😊 Glad you're enjoying this.
TurkishSoap 23 Oct @ 11:34am 
It works flawlessly now, thank you so much
VonScheer 22 Oct @ 7:32am 
works on dedicated, perfect. Thank you.
Mikey74  [author] 22 Oct @ 4:31am 
Updated. Let me know.
VonScheer 21 Oct @ 9:53pm 
I suspect something happens on the whitelisting functions stage. Will see and test when update rolls out.
Mikey74  [author] 21 Oct @ 8:29pm 
I've got an update coming. Don't know that it'll fix the issue. Just a hunch at this point.
VonScheer 21 Oct @ 9:48am 
I would try to see what causes the problem, if anyone wants to collaborate it will be much appreciated. Reforger right now is not the best platform for COOP.
VonScheer 21 Oct @ 9:43am 
Can confirm, remoteExec gets suspended on dedicated. Really sad because mod is superb
Mikey74  [author] 20 Oct @ 9:41pm 
@TurkishSoap PD i guess is just not Dedi friendly. I'm moving on to Reforger I think.
TurkishSoap 19 Oct @ 10:05pm 
Absolutely love this mod, I've been playing ArmA for over a decade and it's truly nice to have AI that is not completely brain dead.

However, not sure if this is just me, but this mod seems to be overriding CfgRemoteExec in some way as it is totally preventing a great number of functions from being executed when this mod is ran on a dedicated server. Am I missing something? Thank you
Mikey74  [author] 19 Oct @ 6:21pm 
@minecraft with gadget Thank you! I appreciate the good review. :)
minecraft with gadget 19 Oct @ 5:18pm 
I really can't put into words how gamechanging this is. Awesome mod!
Octopuss  [author] 14 Oct @ 10:44am 
@HappyRooster007
Try decrease PDTC's player suppression recoil buffer (default is 0.91), and if you still feel kicky, decrease the camera shake.
anyway,give it a test then you will find balance
HappyRooster007 14 Oct @ 3:10am 
@Octopuss

Thanks for answer. So what should I do to achieve the best compatibility with ARCC? Btw, I don't want change settings of ARCC. What values should I change in PDTC so that ARCC remains unchanged?
Octopuss  [author] 11 Oct @ 9:38pm 
@Cooltiger09
If you start a new game of AU with PDTC, I recommend set the AU parameter of friendly/enemy skill on very high. Default normal value could result very low AI accuracy while under fire due to PDTC.:steammocking:
The Legend 11 Oct @ 6:09pm 
Thanks for the detailed description. Will try it out.
Saddam Hussein 11 Oct @ 10:15am 
it seems to work amazingly with Antistasi Ultimate!
Mikey74  [author] 10 Oct @ 8:59pm 
@Cooltiger09 I haven’t tested PDTC with Anti Ultimate, so I can’t confirm full compatibility. If it mainly changes AI accuracy or difficulty settings, it should work fine. If it modifies suppression, stances, or AI behavior logic, there’s a chance of overlap. Best bet is to test them together and see if anything conflicts. Let me know what you find — I’ll note it in the compatibility list.
Saddam Hussein 10 Oct @ 6:18pm 
is this compatible with Anti Ultimate?
Octopuss  [author] 7 Oct @ 8:38pm 
@HappyRooster007
I run tests when I see the comment.The animation of ARCC works since PDTC doesn't affect anim. But the recoil change (for example I set RCC recoil 0.0 and turn off the unpredictible recoil),while using PDTC and player under heavy fire, the recoil increased by PDTC setting still as vanilla. so you may use ARCC/RCC together with PDTC, but you may give it a try first to avoid sudden high recoil increase.
or you can set PDTC's player recoil increase while under fire setting value lower(default is 0.91) to make ARCC/RCC works smoother with PDTC.
Nice day!:steamhappy:
HappyRooster007 7 Oct @ 3:24pm 
@Octopus

I already asked the author about compatibility with ARCC in the comments, and he wrote that it shouldn't be a problem.
Octopuss  [author] 7 Oct @ 5:48am 
@The Legend
One more thing: Put PDTC at the last of your loaded mod list.
Octopuss  [author] 7 Oct @ 5:40am 
@The Legend
Thx for using PDTC
Animated Recoil Coefficient Changer mod could resulting in player recoil increase while under fire feature of PDTC,so not recommend using PDTC and ARCC together, if you need such recoil change, maybe try the Recoil Coef Changer.
and don't use AI accuracy fix mod with PDTC , or the AI units accuracy could be 0%.and if you using PDTC , i recommend you setting the overall AI skill/accuracy in higher value (1.0/0.8 or above).
Lambs danger maybe compat with PDTC , but no promise, you may run a test with both mod enabled , see if there are some problem.
The Legend 7 Oct @ 12:06am 
A great mod, one question, is this compatible with Animated Recoil Coefficient Changer, AI accuracy fix and LAMBS danger.fsm ? I know LAMBS suppression won't be compatible because your mod already takes care of that. Thanks
Mikey74  [author] 5 Oct @ 1:33pm 
@Adeptus It's all good :) You should see some of the things I say wrong, leave out, and have to correct in my descriptions of my mods. lol :D
Adeptus 5 Oct @ 1:28pm 
sorry for saying it twice my wifi made it look like it was not sending
Mikey74  [author] 5 Oct @ 12:39pm 
@Adeptus I haven't personally tested PDS with Lambs. I think Octopuss has and it was fine. PDS and Lambs should be ok. PDTC and lambs just a small caveat with possible crouch-prone tug-of-war.
Mikey74  [author] 5 Oct @ 12:37pm 
@Adeptus Yep, PDTC works with LAMBS. One caveat: both can try to steer stances under heavy suppression, which may cause a little crouch-prone tug-of-war. If you see that, let LAMBS own stances and keep PDTC focused on suppression effects. As far as I know you cannot turn off Lambs stance control. But you can with Pinned Down.
Adeptus 5 Oct @ 12:34pm 
sorry if you got this question before but is this and the surrender mod compatible with LAMBs
Mikey74  [author] 3 Oct @ 3:03am 
@Corswain OBviously, default is my personal favorite setting for balance! I totally get what you mean about finding that sweet spot between realism and fun challenge.

When I'm tuning another mod, I usually suggest an easy experiment: if you feel it's a bit too much, try moving the relevant slider settings by half in the direction you think would be better. For instance, if you think the 'Suppression Hue' is too much, just cut the default value by 50% and test.

It's a quick way to find your ideal feel without totally guessing. When you find what you like, please share your tweaks! I'd love to see what works for you! :)
Corswain 2 Oct @ 1:22am 
Great mod thank you!

I'm still running it with the default settings which seems okay, maybe a tad bit too much? I'm not sure. I like a bit of realism and challenge but not too much.
Has anyone tinkered with the CBA settings for this mod and have a list of suggested tweaks and why?
Octopuss  [author] 1 Oct @ 3:25am 
@lintongxue

感谢!使用当中有任何问题直接反馈给我:steamhappy:
lintongxue 1 Oct @ 2:57am 
Great mod
Aztec 30 Sep @ 3:06pm 
@Mikey74 Im pretty sure the latest update had fixed it for the signed bikey error for me..
Mikey74  [author] 29 Sep @ 12:49pm 
Yes always resign it. I pbod and resigned with addon builder. I couldn't open your link. So idk. I guess PD may have to just be a SP mod.
K1NG_J3W 28 Sep @ 10:34pm 
Just tested now on my server, hmm didnt work for e :/ my mod I posted below seems to be working however, wodnering if you resigned the PBO with your private key after creating? (and removing the previous key signature file ( BISIGN)
Mikey74  [author] 28 Sep @ 1:43pm 
@HappyRooster007 Yes, both are compatible. PD doesn’t touch recoil or grenade animations, so they’ll run fine together.
HappyRooster007 28 Sep @ 1:31pm 
@Mikey74

Thank you for answers and your explentations.

Btw, is this compatible with mod Animated Recoil Coefficient Changer and Animated Grenade Throwing?
Mikey74  [author] 28 Sep @ 12:59pm 
@HappyRooster007 and @Xherdos Why this exists: firefights aren’t laser tag. Most rounds miss, but they still rattle you and make you think twice about peeking. Pinned Down brings that pressure to both players and AI so fights breathe, stall, and surge instead of instant head shots.

The game’s skillAI and precisionAI sliders still control base AI; PD only kicks in under fire to make them shoot more but less precisely, like real life when you’re pinned and dumping rounds. So yeah, 1.0/1.0 is fine: unsuppressed enemies will likely punish first contact, but once you lay suppression expect lower accuracy with higher volume.
Xherdos 28 Sep @ 12:36pm 
The Mod lowers the Overall Accuracy of the AI and with the Suppression it even lowers further.

So that the Ai isn't aimbotting anymore.
HappyRooster007 28 Sep @ 12:25pm 
@Mikey74
Thanks fo your answer. I already turn off eye blink.

With PD the skill and precision settings... Are okay values 1.0/1.0? I read it in comments this settings is okay. Isn't AI too accurate? It's different from vanilla?
Or how this work with PD? Can you more explain it please? Thank you.
Mikey74  [author] 28 Sep @ 10:30am 
@K1NG_J3W Thanks for pointing this out. I just repacked using Addon builder instead of my old PBO manager. Hope this is the fix. If so thanks so much! Let me know.
K1NG_J3W 28 Sep @ 9:29am 
Hi Mikey, thanks for you effort on this mod, a much needed feature I have been waiting for.

I had issues running this on my dedicated server and took at look at your mod to see if I could rectify it (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3576486296)

I believe the issue with signing is caused by how the .pbo archive was created, using the arma 3 tools 'addon builder' to Test I recreated the .pbo and resigned. the mod now loads correctly (you can test - just maybe only have one copy of the mod installed at a time as the launcher can get confused)
Xherdos 28 Sep @ 1:46am 
The 100/100 in Skill and Precision has actually helped, Ai's are now more accurate and the fights are faster now while not getting beamed xD
Mikey74  [author] 27 Sep @ 12:43pm 
Design pillars in short: suppression = more fire, less precision. Accuracy lives in vanilla settings. Want sharper AI? Nudge vanilla precision/skill a bit. Prefer gentler suppression? Small tuning may come, but the core loop stays.

Bug reports: Mode (SP/Local/Dedi), Map, Mods, Steps 1–2–3, and RPT tail (%localappdata%\Arma 3\Arma3_x64_*.rpt ~100 lines).