Arma 3
Pinned Down Surrender
77 Comments
Jergen Von Strangle 5 hours ago 
@Mikey74 Good to hear, hope to see it implemented eventually
Mikey74  [author] 7 hours ago 
@Jergen Von Strangle I really like that idea. It’s been close to a decade since I built a module, but I’ll look into it. Can’t promise much right now since I’m taking a short break from the first two Pinned mods to avoid burnout. I’ve got a few other Pinned concepts in the works, but when I circle back, this feature’s definitely going on the list to research and hopefully add.
Jergen Von Strangle 8 hours ago 
Just as a suggestion, (I in no way know how difficult it is to mod arma, so take what I suggest with a grain of salt) a zeus module allowing the zeus controller to secure/unsecure prisoners, just like the in-game player can, would make this mod significantly better than CQB. This one actually works better as it is, but this addition would make it next level :steamhappy:
Knuckle.Monkey 10 hours ago 
thank you sir
Mikey74  [author] 11 hours ago 
@Knuckle.Monkey Yep. It works fine with Zeus — surrendered AI stay editable, visible, and synced.
Knuckle.Monkey 11 Oct @ 4:47pm 
does this have Zeus compatibility? thank you
CzechsMix357 11 Oct @ 1:43pm 
Thank you for exploring my issue further! You may try looking into the capabilities of the ACE captive module, at least for triggering purposes, as that system is utilized in the Extended Morale System and Hors de combat mods, and appears to play a little nicer with PIR. You may be able to layer your animations and weapon dropping mechanics (which I personally prefer the look of compared to the other mod's implementation) on top of that module.
Mikey74  [author] 11 Oct @ 1:19pm 
@brendob47 there is a setting in the pds settings to turn off players side from surrendering.
brendob47 11 Oct @ 11:49am 
Maybe my mod didn't update, but I'm noticing friendlies nearby surrendering while in a fight. Maybe add a hold action that lets players "un-surrender" units of the same side?
Mikey74  [author] 10 Oct @ 8:57pm 
@CzechsMix357 Thanks for the feedback and for taking the time to dig into it. I really appreciate it. Unfortunately, this one’s outside my reach. The issue comes from how PIR handles full-body “downed” animations at the same time PDS runs its upper-body surrender gesture. I don’t make or modify animations, and I can’t patch another mod’s system without breaking compatibility elsewhere.

So for now, this is one of those cases where the two mods just don’t play nice together. I’ll keep it noted, but there won’t be a fix on my end any time soon. Appreciate your understanding and the kind words about the mod. I’ve added a note to the PDS compatibility section.
CzechsMix357 10 Oct @ 5:05pm 
Hey Mikey! Greatly enjoying the mod so far, and look forward to your potential additional features such as rallying and rearming.

Regarding your PIR compatibility, I've been noticing some odd behaviors from AI running both together, such as their torsos being upright with hands raised, while their lower body is rolling around on the ground, legs facing the wrong way from the upper body. In testing, this seems to occur when a unit gets put into a PIR downed state at the same time it is surrendering, causing the lower half to use PIR animations, and the upper half to use yours. Perhaps something can be added to exclude units currently in a PIR animation from being affected by the mod.
Mikey74  [author] 10 Oct @ 12:14pm 
@Sam Yeah, that’s mostly the Arma 3 AI reacting naturally. PDS just nudges them in the right direction when things get rough.
Sam 10 Oct @ 12:08pm 
Mikey74 . Just curios. It work fine. Damaged heli landed and AI raised their hands
Mikey74  [author] 10 Oct @ 12:05pm 
@Sam please tell me Pilots aren't surrendering during flights!? If so I'll look at it the 1st chance I get this coming weekend.
Sam 10 Oct @ 12:02pm 
Is there some smart logic with heli pilot surrender|?
Mikey74  [author] 10 Oct @ 11:53am 
@DiviAugusti Thank you. This is all I'm trying to do. I'm glad you're enjoying it 🙂
DiviAugusti 10 Oct @ 11:16am 
extremely cool mod exact thing i was lookin for
Nellan 10 Oct @ 5:02am 
@Mikey74
Thank you for letting me know!
Mikey74  [author] 9 Oct @ 2:54pm 
@Nellan Sorry. I don't know Ukrainian . I hope this works. I'm sorry if it don't.

@Nellan Перепрошую, перекладач створює плутанину.
Коли я кажу, що скрипт «працює, тільки коли ШІ починає тікати», це означає:
Солдати ШІ (AI) придушені вогнем і починають боятись.
Вони припиняють битися і «тікають» (flee) — тобто намагаються втекти у безпечне місце або знайти краще укриття.
Скрипт мого моду активується лише тоді, коли солдати починають так тікати.
Сам скрипт нікуди не «тікає». Він активується або починає працювати, коли солдати тікають. Сподіваюся, так зрозуміліше!
Nellan 9 Oct @ 2:16pm 
@Mikey74 I use a translator, maybe it translated it incorrectly, but how can I understand “and runs away”? I don't understand this very well.
Mikey74  [author] 9 Oct @ 1:29pm 
@Nellan Yep. It’s compatible with PIR and Drongo’s Drone Tweak, and it’s super lightweight. It only runs when AI start fleeing, so no FPS hit or freezing unless another mod’s throwing script errors.
Nellan 9 Oct @ 12:53pm 
Is it compatible with Pir and Drongos Drone Tweak?
Nellan 9 Oct @ 12:51pm 
According to the code, can this modification reduce fps or cause freezing?
Komodo 8 Oct @ 11:13am 
ty
Octopuss  [author] 8 Oct @ 9:49am 
@Ace
I use ACE mod too, and when a AI unit surrender via PDS, you still can use ACE cableties to restrain those unit and using ACE method (win key) to open their inventory as well as you can "escort" them to move around even load them on vehicles.
Ace 8 Oct @ 9:31am 
In ACE, it is already possible to arrest and search unit inventories. Can you make a soft compatibility with ACE so these features don't get into conflict in weird ways?

I think a soft compatibility would merely detect when ACE is installed, and when the code runs to add the arrest and inventory search actions, it simply doesn't do that.

The limiting of the arrest feature is most important to me because ACE specifically provides the use of zipties to handcuff units. Until learning of this mod I had to arbitrarily decide when units surrender based on my observations in Zeus.
Mikey74  [author] 8 Oct @ 6:28am 
@Komodo Yes, PDS is compatible with LAMBS Danger FSM! Both mods can run together. PDS handles surrender when groups flee and are outnumbered, while LAMBS handles tactical AI behavior. They complement each other - LAMBS makes AI smarter about when to retreat, and PDS gives them the option to surrender when retreat isn't viable. No conflicts reported so far!
Komodo 8 Oct @ 4:38am 
hi, is it compatible with LAMBS.danger fsm?

ty
Mikey74  [author] 7 Oct @ 6:35pm 
I'm going to filter it a bit more for next update. I finally recreated what you're seeing. I thought I had fixed that. Some if it for instance and infantry squad with not AT will surrender way faster than a squad with an AT gunner against armor. That's as it is in real life. That said. I'm going to filter this and add settings for others to adjust. Right now I'm not home so I can't recall the actual setting, but you can increase the range of comparing same side surrender. This may help. Also I have added and tested the tick mark for turning off ai surrender deletions. That will definitely be in the next update. Thanks for the feedback. It's much appreciated.
dada 7 Oct @ 5:04pm 
I would also to give my feedback similar to Bax.

The Crewmen in my transport surrendered 7 seconds after the first bit of contact. (not direct some explosions a couple meters away and small arms from almost a km) Also had times where infantry surrender even with other units near by supporting its 50/50

I love this mod overall its useful in specific scenarios but I did come here to see if anyone else had the same issue.
Bax ⭐ 7 Oct @ 10:46am 
Mate, I have to thank you!

re: surrender There were no enemy forces in the active combat zone anymore. But I'm going test it again, since I changed the range and they might have "sensed" the enemies in the next settlement.

Really appreciate your professionality.
Mikey74  [author] 7 Oct @ 9:00am 
@Bax ⭐

Thank you for the detailed feedback and great suggestions! I'm glad you are enjoying the mod.
Your ideas regarding freeing prisoners and transport/escort mechanics (including the stand/sit/lay down actions) are all excellent and are definitely features I am planning to consider for future updates.

Regarding the surrender: Friendly units are designed to surrender when overwhelmed by an enemy force.

Currently, my primary focus is to iron out remaining bugs and achieve full compatibility with the PDM (Pinned Down Medical) mod for its upcoming release. Getting that foundation solid is the most critical next step.

For the more complex mechanics, like transport, I'll need to evaluate the technical complexity. If it becomes a very involved system, it may be best to either leave it up to mission makers to script or potentially release it as a separate companion mod to keep the core Pinned Down Surrender focused and stable.

Thanks again for the support!
Bax ⭐ 7 Oct @ 8:44am 
Thanks for the mod! 1. Can we free the prisoner again? Sometimes it's needed. 2. Somehow even the friendly AI (I'm blue, they're blue) surrendered. Did I miss a setup? 3. Can we transport / escort them? I was using Hors de Combat before, it had all that but the guys did not sit down but just stand all the time. :D Maybe we can get an action menu item to make them stand. lay down or sit? Again, thanks a lot already. So much work!
Mikey74  [author] 7 Oct @ 6:28am 
@Пехота Thanks for pointing this out. If possible I'll add a tick box to disable by next update. For now set Auto-cleanup and cleanup radius to maximum.
Пехота 7 Oct @ 6:02am 
Hello, great job, I really like it. I have a question, is there any way to disable Auto-cleanup?
Mikey74  [author] 7 Oct @ 5:02am 
@slipknotmikeyaparicio thanks make sure all PD mods are last in load order.
slipknotmikeyaparicio 6 Oct @ 10:08pm 
Glad you made this mod , spearhead has is own AI surrender module setting but with all the mods /DLC’s that I use for 1 mission my game is on the verge of crashing out so I never done it , hope I can successfully install and load this mod along with all 50+ mods ready to be loaded in as well 🤞🙏
Octopuss  [author] 6 Oct @ 9:34pm 
@brendob47
Thx again! We will try to take a look into this issue.:steamhappy:
brendob47 6 Oct @ 8:59pm 
I've also noticed that infantry will often surrender to aircraft and fast jets after a pass or two
Octopuss  [author] 6 Oct @ 8:03pm 
@brendob47
Thanks for the suggestion!
We already ruled out the "zombie" class of PDTC and PDS , in our early test the zombies are getting pinned down and even "surrended" which is weird:dirzombie:
Octopuss  [author] 6 Oct @ 7:57pm 
@FreeSoldja
:steamhappy:Glad to see you here again! Check our roadmap , there will be more PD series coming!
brendob47 6 Oct @ 7:57pm 
Could be a good idea to have a blacklist for units to be unable to surrender. Maybe marked by faction or classname. Would be useful for enemies like fanatics, aliens, robots, etc.
brendob47 6 Oct @ 4:56pm 
I was going to DM but your profile's private - I'm currently working on improvements and more features in existing mods, but I do have some concepts floating around. If you have any ideas let me know!
Max von Teufel 6 Oct @ 8:14am 
A really cool addition to the game! :)
Octopuss  [author] 6 Oct @ 7:38am 
@Gefreiter12
PDS is lightweight design, and not alter the core arma AI behavior,
so I think PDS can work with ASR.
You may give it a try, if running into any issue while using both together, let us know.
Thanks!
Gefreiter12 6 Oct @ 7:29am 
will it run okay with ASR AI?
Octopuss  [author] 6 Oct @ 6:52am 
@DrinkYourKoolAid
Oh another advice while playing AU with PDS: Set the Auto-cleanup distance and time longer than default value in PDS settings ,in case some PDS surrended unit auto deleted and "Kill the traitor/officer" mission unable to finish if these HVT's surrended and get"auto cleaned".
Octopuss  [author] 6 Oct @ 6:46am 
@DrinkYourKoolAid
AU have a bulid-in AI surrender system, and AU's surrender factor is completely different to PDS. In my test PDS is work with antistasi tho.
If you want PDS surrended unit can be interrogate/recruited, you may try to "shoot them again and revive them" to achieve that.:steammocking:
And thanks for the heads up,we may take a look and try to make PDS fully compat with AU.
DrinkYourKoolAid 6 Oct @ 6:18am 
is it possible to make compatible with antistasi ultimate? for example them surrendering only by your mod logic but be able to interrogate/ask to join faction.
Xherdos 6 Oct @ 12:18am 
@Octopuss

Thanks for the Answers :)