Arma 3
Pinned Down A Total Combat Immersion Mod
116 Comments
Xherdos 30 minutes ago 
i'm not complaining D:

It's already really good!
Octopuss  [author] 31 minutes ago 
@Stormy In my test BOTH server and client side should be installed for AI features to apply.
@Xherdos yeah you notice that:steammocking:,we are still polishing the mod to make it better
Xherdos 44 minutes ago 
I think on a Server too, since it interacts with ai too (In my Case during Forgotten Few 2 i noticed that my Squad AI used the "Suppress" Command on their own)
Stormy 47 minutes ago 
Can this work if installed on the client only and not running on a server ? Or is it required for a server to run the mod too ?
Mikey74  [author] 4 hours ago 
@Illu I just tested ace and suppress with PD. I broke my rule and loaded suppressed after PD, BUTTT IT actually worked out ok. It made PD a bit stronger. I actually liked it. NOW its only a few minutes of testing. So let me know if you see something I need to look into to fix. :)
Octopuss  [author] 6 hours ago 
@Illu
Both are compatible i think.
But the functions of these two mods are include in Pinned Down as I tested , so I recommend to enable PD only .
Mikey74  [author] 6 hours ago 
@Illu Suppress (Laxemann): Can be used with PD, but both apply player visual FX. Stacking them means you’ll see PD’s tunnel/red hue on top of Suppress’ blur/shake. Some players like the combo, others find it too much — worth testing to see what feels right. I’ll be testing it myself, and if they complement each other well, I’ll add a note to the description. 👍
Mikey74  [author] 6 hours ago 
@Illu LAMBS_Suppression: Compatible — Just make sure to load PD last so its suppression logic takes priority.

Suppress (Laxemann): Overlaps with PD’s player suppression FX. If you want to run it, disable Player Suppression in PD’s CBA settings and keep PD’s AI features on. Or just replace Suppress with PD, since PD already includes both player + AI suppression.
Illu 6 hours ago 
compatible with nkenny's LAMBS_Suppression mod? (different from LAMBS_Danger) https://gtm.steamproxy.vip/workshop/filedetails/?id=1808238502
Illu 6 hours ago 
compatible with LAxemann's Suppress mod? https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=825174634
Mikey74  [author] 6 hours ago 
@powsyjowlsy you are welcome. Happy hunting! :CommandoUnit:
powsyjowlsy 6 hours ago 
@Mikey74 Alright thank you! Great help! 👍
Mikey74  [author] 6 hours ago 
@powsyjowlsy Good question! Pinned Down can run alongside mods like VCOM or LAMBS. The only thing to watch is overlap — if more than one mod is trying to control suppression/stances/smoke, they can tug against each other.

Best practice is:

Run CBA + PD only first to confirm it’s working.

Then add VCOM or LAMBS back in and see which features you like best.

If you notice “tug-of-war” (like stance bouncing), it’s usually best to let just one mod handle that piece.

And make sure to load Pinned Down last in your mod list.

So: compatible, but you may want to toggle features for the smoothest experience. 👍
powsyjowlsy 6 hours ago 
@Mikey74, would there be any compatibility issues if applied with an AI mod like VCOM or LAMBS_Danger?
Mikey74  [author] 9 hours ago 
Thanks for the heads-up. PD itself doesn’t change ammo or units — it just reacts to the suppression values set by the game. Some mods use really low values for small arms, so the effect doesn’t always show unless it’s bigger calibers. With vanilla it works as expected. I wish I could patch every mod, but that’s way beyond what I can take on. I'll have to load those up and see if I can find a solution. Thanks
UPDATE: It appears to be -AMZ- Improved WS Sounds V7.8 and/or -AMZ- IWS - IFA3 COMPAT.
Ok, so I left all my mods on and tried the vanilla units and its working. However, when using modded units (In this case, IF3 IAO), the effects and suppression only seem to happen when I am hit or its a big caliber gun (Eg. .50 static/vehicle). Maybe the small arms are being seen as absolutely small or are not being recognized correctly?
Mikey74  [author] 10 hours ago 
@neretropazanchic Appreciate the idea! I can prototype a “Cohesion Mode” that keeps a squad packed inside a ~10–20 m bubble and does simple bounding/cover behavior.

Caveat: tighter herding and cover checks cost FPS, so it would be optional (CBA toggle + sliders) and off by default. If testing looks good, I’ll ship it in the cover module I’m working on. No promises, but I’ll take a swing. 👍
neretropazanchic 11 hours ago 
Can you make an ai squad of 10 people stay together within 10-20 meters, running and covering each other?
Mikey74  [author] 15 hours ago 
@Tumble Trash Sounds like we’re narrowing it down — if it runs fine alone, then yeah that points to a conflict with another mod. The tricky part is figuring out which one. Easiest way to troubleshoot:

1. Disable all other mods → run just PD + CBA to confirm it works.


2. Add mods back in chunks (5–10 at a time) until it breaks again.


3. Once you know the group, narrow it down one by one.



Most conflicts we’ve seen are with other suppression/AI-behavior mods (LAMBS, VCOM, etc.) that touch the same EHs or FSM logic. If you find the culprit, let me know and I’ll see if there’s a workaround.
The error is gone now, however it still isn't working. It works just by itself however. So I am having some sort of mod conflict now.
Mikey74  [author] 16 hours ago 
Hey @Tumble Trash—thanks for the heads-up!
That error means Steam is serving an old cached file. PD still runs, but that script was renamed/removed in the current build.

Quick fix (Steam Launcher):

1. Open Arma 3 Launcher → Mods tab.


2. Click Pinned Down — Combat Immersion.


3. Hit the … button on the right → Repair.
This forces a fresh download and clears the stale script.



If it still shows up:

Fully unsubscribe, close the launcher, then resubscribe.

Or manually delete the workshop cache at:
...\Steam\steamapps\workshop\content\107410\3559900745
(then resubscribe so Steam redownloads it).

Make sure you don’t have an old local copy (e.g., @PinnedDown) also enabled.


That should do it—let me know if it persists and I’ll dig in.
The mod does not appear to be working. When I start the game I get this error, "Script\PinnedDown\functions\fn_AIsuppressionv54b.sqf not found"
Mikey74  [author] 19 hours ago 
@a2030020li Sorry—I’m not good at making videos, and I’m even worse at building scenarios. If you’re asking me to show how to create videos or missions, I’m bad at both. I just code. Some of my code can enhance missions, but beyond that I’m not a mission or video maker. Apologies if I misunderstood; I used AI to translate.

آسف—أنا بصراحة لست جيدًا في صنع الفيديوهات، وأَسوأ في إنشاء السيناريوهات. إذا كنت تطلب مني أن أشرح كيفية عمل فيديوهات أو مهمات، فأنا غير مُتقن لهما. عملي هو البرمجة فقط. بعض الأكواد التي أكتبها قد تُحسّن المهمات، لكن بخلاف ذلك لست صانع مهمات أو فيديوهات. أعتذر إن أسأت الفهم؛ استخدمت الذكاء الاصطناعي للترجمة.
Xherdos 19 hours ago 
thank you very much :P
Octopuss  [author] 19 hours ago 
@J.Mouse
Mikey74 said the videos are using JSRS 2025
a2030020li 20 hours ago 
شكرا على المجهود نبي تعلمنا وتعمل نفس فيديوات بوعروبه باليوتيوب مثلا شلون يعمل حرب بين ايران عراق
J.Mouse 20 hours ago 
The sounds of enemy fire and cracks zips sound really good, what sound mod are you running?
Octopuss  [author] 7 Sep @ 2:13am 
And AI weapon accuracy (exclude mounted and vehicles weapon) are not only based on the game setting overall accuracy, it depends on weapons base accuracy (for example a 1.2 MOA mosin is much more accurate than a 7.2 MOA M3A1 SMG per shot),some say scope mounted or not also affect the AI weapon accuracy.
Also, during my time play and test scenarios/campaigns, AI skill not only affect combat effectiveness, set it to high enough can make AI movement more smooth when playing complex maps such as Tanoa and SOG maps with out stuck here and there.

hope it helps
J@unty 7 Sep @ 2:06am 
Octopus
Thanks for the advice
Octopuss  [author] 7 Sep @ 1:58am 
J@unty
As for me, AI skill/accuracy is 1.0/0.5
Works fine when using PD
J@unty 7 Sep @ 1:52am 
Hi Mikey74,

Your mod have a very interesting approach.
Do you recommand an AI difficulty setting ? (AI skill and accuracy)

Thank for your work:steamthumbsup:
Mikey74  [author] 7 Sep @ 12:02am 
@wangstage Hey! Pinned Down doesn’t include or change “RIS – Module”—that’s a separate mod by Kamen (Random Infantry Skirmish module). Best place for fixes is the RIS page: [ https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3156354979 ] (issues: [ https://github.com/SkaceKamen/random-infantry-skirmish/issues ] ) .

If the problem happens only when PD is enabled, I’m happy to check compatibility. Please share:
• Map + exact Eden steps (how you place the “RIS – Game mode” module)
• Full mod list + load order
• Last \~200 lines of your RPT (errors/warnings)
• SP/MP and any description.ext respawn settings
• Whether Resistance is playable (RIS warns this can break it)

Quick checks:
• Run RIS alone to confirm baseline
• Follow its setup notes from the Workshop page
• Try PD last in load order

Thanks!
wangstage 6 Sep @ 11:49pm 
The RIS - Module mod isn't working properly. Could you help fix it?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3156354979
Mikey74  [author] 6 Sep @ 8:47pm 
Appreciate it, A | Ω! Great to hear Pinned Down pairs well with PIR—that’s exactly the kind of combo I aim for. If you notice any weirdness around surrender/captive or recovery timing, ping me and I’ll patch it.
Road-map bits (Advanced AI Cover, Morale/Surrender, Arty, Med tie-ins) are planned as optional add-ons so PD stays stable.
A | Ω 6 Sep @ 8:11pm 
Just an FYI Mikey and Crew. PD pairs well with PIR (project injury reaction). Things are working well! Can't wait for the advanced AI cover and the rest of the items on the roadmap.
Mikey74  [author] 6 Sep @ 11:01am 
@Sasha013 Thanks for flagging that startup error! It came from an old script reference — I’ve already fixed it in my dev build, and it’ll be sorted in the next update. 👍

@Xherdos Oh, gotcha — thank you for testing it with Forgotten Few 2! Really appreciate you putting it through its paces. That kind of feedback is super helpful. 🙌
Sasha013 6 Sep @ 10:09am 
Hi, I got an error on the main menu when I startup A3, not sure it's just me?

"Script\PinnedDown\functions\fn_AIsuppressionv54b.sqf not found"
Xherdos 6 Sep @ 9:47am 
thank you very much for testing it with Forgotten Few 2.

:)
Mikey74  [author] 6 Sep @ 1:03am 
@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 5 Sep @ 11:13pm 
So when you say

Pinned Down can overlap with stance/suppression systems in LAMBS

Would that mean it is Compatible With LAMBS
Octopuss  [author] 5 Sep @ 10:55pm 
@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™ 5 Sep @ 7:38pm 
Does it conflict with JSRS + Compat mods?
Mikey74  [author] 5 Sep @ 4:21pm 
@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 5 Sep @ 4:12pm 
Does it conflict with ace at all?
Mikey74  [author] 5 Sep @ 12:32pm 
@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 5 Sep @ 12:18pm 
How well would it work with Scenarioes like the Forgotten Few 2, Dynamic Civil War Redux and Antistasi Ultimate?
Mikey74  [author] 5 Sep @ 9:55am 
@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 5 Sep @ 9:53am 
can this be run clientside for just the effects on the screen?
PanSeba 5 Sep @ 6:17am 
@Mikey74 Thanks, appreciate it