Pinned Down Surrender

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Authors: Mikey74, Octopuss

Last revision: 10 May at 09:04 UTC (3)

File size: 926.41 KB

On Steam Workshop

Description:
Pinned Down Surrender

    Outnumbered AI that actually gives up — and now you can demand it of them yourself.

    If PDS cleaned up your mission end, please hit 👍 and ⭐ — it really helps.


What it does
  • Smart trigger. Listens for a group entering Fleeing, then runs an outnumbered check using enemies vs allies. Optional line of sight and minimum enemy distance keep it sane.
  • Demand Surrender (NEW). Hold the interact key on a hostile to demand they give up. Probability scales with the situation: outnumbered enemies fold easier, wounded enemies are more compliant, surprising an unaware enemy gives a big bonus, and repeated demands wear them down. If they refuse, there’s a chance they pinpoint your location.
  • Group cascade. When a group accepts a demand, the whole squad folds together. Nearby hostile groups roll independently — closer groups are more likely to follow suit, distant ones may keep fighting.
  • AI prisoner securing (NEW). Friendly AI nearby will walk over and restrain surrendered enemies on their own, so you don’t have to handle every prisoner manually. You can still secure them yourself for the credit.
  • Full surrender flow. Units stop, drop their primary and secondary weapons and magazines onto the ground, then play a hands-up gesture and become captive.
  • Built-in side swap. On surrender, units automatically switch to Civilian for mission logic and wave triggers.
  • Zombie aware. Zombie classes are ignored by surrender logic.
  • Vehicle handling. Choose to force crews out when immobilized and can’t fire, force out when immobilized only, or ignore vehicles.


Player actions
  • Demand Surrender. Hold the action key on a hostile within shouting distance to call for their surrender.
  • Secure Prisoner. Restrains the unit.
  • Search Prisoner. Opens the surrendered unit’s inventory for looting.
  • Ship Off Prisoner. Safely deletes the unit for mission cleanup.

Performance
  • Server-side PFH checks in bursts with cooldowns to avoid thrashing.
  • Optional auto-cleanup removes surrendered units after a set time if no players are nearby.
  • AI securing runs server-side with stale-lock recovery so prisoners don’t get stuck if their assigned securer dies.

Requirements & Compatibility
  • Requires: CBA A3
  • Multiplayer: Owner-safe remoteExec. Tested on dedicated.
  • Signatures: Mod is signed. .bikey included.
  • Works with: ACE, Antistasi, and most mods and missions.
  • Not recommended: PDS CQB Interactions.
  • PIR compatibility note: I’ve been noticing some odd behaviors from AI running both together — torsos upright with hands raised while the lower body uses PIR animations. In testing, this seems to occur when a unit gets put into a PIR downed state at the same time it’s surrendering. Perhaps something can be added to exclude units currently in a PIR animation from being affected by the mod. Brought to my attention by CzechsMix357.

CBA settings you’ll care about
  • Scan radius & tick cadence
  • Outnumber rule
  • Require line of sight & minimum enemy distance
  • Vehicle handling rule
  • Autocleanup seconds & distance
  • Player-near requirement for "observed" surrenders
  • Demand surrender — range, base chance, hold duration, cooldown, surprise & cascade bonuses
  • AI prisoner securing — enable/disable, scan distance, delay before AI moves in

Notes for mission makers
  • Since units auto-swap to Civilian, most "alive enemy" counters and wave systems resolve cleanly. If your mission logic keys off faction or side, account for the swap.
  • If a pose ever sticks after restraint is removed, test with only CBA and this mod to rule out an animation conflict.

Install / Server
  • Local — Subscribe on Steam and load with CBA.
  • Dedicated example (Windows): -mod="@CBA_A3;@PinnedDownSurrender"

Known limitations
  • Animation overhaul mods can interfere with the hands-up exit. Test with only PDS and the suspect mod, then report.
  • If your mission counts factions, note that surrendered units can swap to Civilian. Scripts that rely on side may conflict.
  • Some HVT scenarios still require the target to be killed for completion.
  • CQB Interactions may conflict.

Special Thanks
  • Octopuss — for sharp eyes, tough feedback, and solid push-back when I thought I couldn’t do better.
  • 7th_moon — for sharp eyes, tough tests, and solid feedback.
  • All the unnamed testers who hammered builds, found edge cases, and kept me honest.

Potential to-dos
  • Unsecured prisoners that rally and arm back up to hunt the player.

***Comment below with ideas that may be related and needed. If I can do it and it’s not overly complicated I may add it to the Pinned Down series.***

Works great with

⚠️ AI Disclosure

Disclaimer: AI technology is used to edit and refine my written content, including script polishing and logo design. These tools help me communicate more clearly and professionally.
If you’re not comfortable with AI-assisted content creation, this might not be for you.


Thanks for your understanding!

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