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It's already really good!
@Xherdos yeah you notice that
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 .
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.
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. 👍
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. 👍
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.
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.
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.
Mikey74 said the videos are using JSRS 2025
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
Thanks for the advice
As for me, AI skill/accuracy is 1.0/0.5
Works fine when using PD
Your mod have a very interesting approach.
Do you recommand an AI difficulty setting ? (AI skill and accuracy)
Thank for your work
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!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3156354979
Road-map bits (Advanced AI Cover, Morale/Surrender, Arty, Med tie-ins) are planned as optional add-ons so PD stays stable.
@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. 🙌
"Script\PinnedDown\functions\fn_AIsuppressionv54b.sqf not found"
:)
@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! 🙂
Pinned Down can overlap with stance/suppression systems in LAMBS
Would that mean it is Compatible With LAMBS
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.
For AI behavior, the host/server must load PD; client-only gives player visuals (blur/shake/aim).
Tip: load PD last.
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).