Pinned Down Medical Solution
Vanilla AI doesn’t take care of itself. A soldier takes a round
to the leg and limps the rest of the mission. His buddy with a full
kit walks right past him. The medic is forty meters away, oblivious.
Pinned Down: Medical Solution closes that gap. Wounded AI
self-heal when they can, call for a medic when they can’t, and know
better than to patch themselves up while bullets are flying past.
Self-heal:
A wounded AI carrying a FirstAidKit or bandage will use it. They check
their surroundings first. Suppressed units wait for the fire to let up
before dropping prone to patch themselves. Vehicle crew and static
gunners don’t try. When the heal finishes they resume their waypoint
or fall back in with their leader.
Seek medic:
Without a kit, the wounded AI calls the nearest friendly medic over.
The medic moves in, drops prone alongside the patient, and heals.
Two-tier search: traited medics within 150m preferred, kitted allies
within 75m as fallback. Medics already busy with someone else are
skipped. A medic under suppression won’t abandon cover to sprint
across open ground, and will throw smoke between themselves and known
threats before crossing exposed terrain.
Suppression-aware:
A unit suppressed at the moment it gets hit won’t try to heal right
then. It waits, checks again, and heals when it’s safe. Driven by the
engine’s own suppression value, so it works with or without other
suppression mods. No dependencies.
Unconsciousness:
Heavily wounded units drop unconscious instead of dying outright. A
floating revive marker shows over downed squadmates in your line of
sight. A nearby medic comes to help. Units have a small random chance
to recover on their own, or they bleed out if no help arrives. Weapons
drop on the ground when a unit goes down and are returned on recovery.
Pairs with Pinned Down: Surrender. A unit revived into a hopeless
tactical spot may throw up its hands instead of rejoining the fight.
Bleeding:
Wounded units lose health over time if left untreated. The worse the
wound, the faster they fade. Leave a man down long enough and he dies
of it. Kill credit goes to the original shooter even when death comes
later from blood loss.
Triage:
When several casualties drop at once, medics prioritize by damage-to-
distance ratio instead of just grabbing the nearest. Built for mass
casualty events and large engagements.
Player options:
Players can opt into bleeding, unconsciousness, and medic-seek
behavior independently. A knocked-out player switches to third person
and a friendly medic will come running.
Call For Medical Aid:
Scroll-wheel on a downed teammate to call one in. Your leader plays a
hand signal, calls it over group radio, and a medic gets dispatched.
This works around the vanilla command menu, which won’t let you order
treatment on an incapacitated unit. Toggle in CBA settings.
Reviving Aid:
Carrying a FAK or bandage? Scroll-wheel on a downed ally and start the
revive yourself. No waiting on the AI dispatcher to sort it out.
Battlefield awareness:
A floating medical cross marks downed squadmates inside your line of
sight, fading with distance, names underneath. Spot your wounded in
tall grass or smoke without it revealing enemy positions.
Every threshold and range is a CBA slider. Damage threshold, leg
damage threshold, medic search radius, kit fallback radius, medic
arrival timeout, heal timeout, retry cooldown, suppression toggle,
bleed rate, KO threshold, smoke chance, ragdoll force, triage toggle,
player command toggle, and a master enable switch. Defaults match the
behavior the mod was built around. The sliders are there if you want
to tune it.
Start a mission, Options, Addon Options, PD: Medical Solution.
Core features are on by default. Optional features are off by default,
enable them under the relevant category.
Test with CBA_A3 + this mod only first to establish a baseline. If you
run a medical overhaul, read the compatibility note below before
enabling the optional features.
Load order: CBA, other mods, Pinned Down: Medical Solution.
Not recommended with medical or revive overhauls. ACE Medical,
Antistasi, and similar mods run their own incapacitation and revive
systems. PDMS will fight them over the same unit states, which causes
inconsistent revives and units stuck on the ground.
If you run one of those, the clean answer is to not run PDMS with it
and let the overhaul handle medical. The two systems were not built to
share control of a single wounded man. If you only want the heal-seek
behavior, turn off Bleeding and Unconsciousness in CBA settings, but
expect rough edges.
Tested in single player and locally hosted sessions. Dedicated server
support is in the codebase but unverified. If you run it on a dedi, I’d
appreciate a report in the comments on how it held up.
Drop a comment with a simple repro. Comments are open for feedback.
This is done free of charge in limited spare time, so please keep it
respectful.
If it improved your fights, a thumbs up helps others find it. If
something broke, leave a bug report instead of a thumbs down. I can’t
fix what I can’t see.
Behavior, not systems: This mod changes what AI do when hurt.
It doesn’t replace the medical system underneath.
Suppression-first: A wounded soldier under fire stays in cover.
Healing happens when it’s safe.
Every knob exposed: If the defaults don’t fit your mission, the
sliders are there.
Pinned Down: Surrender
Pinned Down: Combat Immersion
To everyone who’s stuck with the Pinned Down family, you asked for
bleeding and unconsciousness. Here it is. KootenFacha, this one’s on
you. 😄
Testers who hammered builds and dug up the edge cases, you know who
you are.
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