Arma 3
Extended Morale System
76 Comments
WhoknowsThree 15 Jun @ 8:25am 
Would there be a way to just include the ace_captive inside the mod so people dont have to go get ace and suffer
Baigaman  [author] 14 Feb @ 1:40pm 
@Jerry_Lee
Thank you!
Should probably work with the dev version if the structure is similar to the prod one. Just ignore any "missing dependency" messages.
Jerry_Lee 10 Feb @ 5:33pm 
I love this mod! Seems like the only one that works. Anyway you could make it work with the DEV version of lambs?
Baigaman  [author] 10 Feb @ 5:23am 
@YVNGCaspian901
It requires LAMBS for certain behaviours
YVNGCaspian901 4 Feb @ 7:23pm 
Is lambs really necessary or does this function w/out it (i use DCO/Soldier.fsm instead)
Baigaman  [author] 6 Aug, 2024 @ 10:57pm 
XaocuT's Show 6 Aug, 2024 @ 7:18am 
How to restrain enemies?
Baigaman  [author] 25 Jul, 2024 @ 11:10pm 
@Frosted Flake
Definitely not PIR as I run this mod myself without issue. Looking over Hors de Combat it seems to do mostly the same things as this mod so I don't see the benifit of running both.
If you've got the time I'd say try each mod and go with the one that fits your playstyle.
Yo Gabba Gabba! 25 Jul, 2024 @ 5:45pm 
It might be a conflict with PIR or Hors de Combat?
Baigaman  [author] 30 Jun, 2024 @ 9:31am 
@jayjholmes
This is most likely due to another mod. Try running only the required mods and check if you encounter the same issue.
jayjholmes 18 Jun, 2024 @ 11:05am 
Whenever someone surrenders they drop their weapon but don't turn sides so they get shot anyway
Codius 6 Jun, 2024 @ 6:25am 
@SirColonelLongnuts make sure you aren't using KJW's Imposters. It interferes with surrendering and turns AI hostile again immediately after surrendering because they're wearing OPFOR uniforms.
z6234eta 15 May, 2024 @ 4:02pm 
why is ace3 not in required
Jerry_Lee 3 May, 2024 @ 8:17pm 
Update??
Baigaman  [author] 29 Mar, 2024 @ 5:10am 
@Q
Fuck me, man. You are right. I was under the impression that the courage skill was not fully implemented and always set to 0.50. Must've been in a daze when I made my tests and wrote that piece of code. This will be changed in a future update, whenever that happens.

@SirColonelLongnuts
This mod is using the ACE surrender function. I've been unable to replicate this issue, could you try just running the required mods and see if it is still an issue?
SirColonelLongnuts 22 Mar, 2024 @ 10:26am 
testing in the editor I found that surrendered units remain on their faction ID instead of changing too civilian when cuffed, therefore all surrendered troops get shot as they still ID as hostiles
SirColonelLongnuts 22 Mar, 2024 @ 9:49am 
Really great mod... unfortunately I'm having issues with the AI executing surrendered enemies constantly... I've edited the settings too where they wont target the "wounded" but they won't stop.. any ideas?
Q 15 Mar, 2024 @ 6:33am 
@Baigaman: Wouldnt it be better to base the Morale Level on the Courage Skill rather than General Skill? I mean for the Vanilla Game this does not matter because General Skill and courage skill are allways same when you set the Skill slider in the Editor. But if you want to combine this Mod with Other Skill mods or Scripted missions where you define courage separatly it would make more sense to base the Morale Level on Courage. Just a thought.
Ftmch 7 Jan, 2024 @ 11:30pm 
@Baigaman: Do you think this would work correctly with lambs if only the server is running lambs (and this mod) and the clients are only running this mod?
Baigaman  [author] 29 Dec, 2023 @ 2:35pm 
@V0IDBEANS
Yes and yes
V0IDBEANS 29 Dec, 2023 @ 9:29am 
and will it work with lambs RPG aswell lambs turrets
V0IDBEANS 29 Dec, 2023 @ 9:25am 
will this work with lambs suppresssion???
Baigaman  [author] 30 Nov, 2023 @ 8:06am 
@Mumus
I would run it on both client and server.
Regarding not getting any debug messages, could you try running only this mod and its requirements and see if you have the same issue?
Mumus 28 Nov, 2023 @ 3:36am 
@Baigaman! I turned on all the debug options, but I still don't see the messages, neither in the editor nor on the server. What do you think could be the reason?
Mumus 27 Nov, 2023 @ 2:03pm 
@Baigaman, is it enough if this mod is only loaded on the server side, and for server admin?
Baigaman  [author] 22 Nov, 2023 @ 10:27am 
@Pritchard
Correct, you can disable the other behaviours in the advanced settings category and just keep the fighting retreat behaviour.
Yeah, might be ARMA jank. Seems hard to get the AI to blindly follow a move order without being distracted. There may be better ways to solve the pathing jank, but I'm at a loss.
Pritchard 18 Nov, 2023 @ 11:38pm 
@Baigaman, thanks for explaining.
I didn't realize that enemies can't recover from the fleeing state like they can from the surrender state. I suppose that what I am looking for would be best served by turning off both fleeing and surrendering, that should still let them do fighting retreats?

The animations being broken is hard to say. I only play with LAMBS Danger so I believe it should work? I've definitely seen it working plenty - I think the issue will probably have to be put down to standard ARMA jank...
Sheliz 18 Nov, 2023 @ 5:19pm 
@Baigaman I mean just point the gun at the AI and they put their hands up and don't run
Baigaman  [author] 18 Nov, 2023 @ 10:43am 
@Pritchard
Forgot to add:
The fleeing units sometimes just standing around without cowering is due to another AI mod or script interfering with the fleeing waypoint pathing. I've noticed this happening more often if running VCOM, for example.
Baigaman  [author] 18 Nov, 2023 @ 10:40am 
@Sheliz
Do you mean like the shout mechanic in Swat 4 or Ready or Not? I've got not plans (or the required skill) to make custom animations, but if you are aware of another mod having a similar 'kneeling surrender' animation let me know so I can reach out to them.

@Pritchard
That is the fleeing behaviour of this mod. This can also be disabled under advanced options.
How this works is that the group drops their weapons and flees a random distance. When arriving at the fleeing destination they enter the cowering state and are essentially a non-threat for the rest of the game. If you want to enable the ability to handcuff cowering or fleeing enemies go into Addon Options -> ACE Captives and set Require Surrendering to 'Surrendering or no weapon' and 'Require AI surrendering' to false.
Pritchard 16 Nov, 2023 @ 1:23am 
@Baigaman, the new update is good! There appears to be one issue with disabling surrendering though - AI appear to get stuck 'wanting' to surrender anyway.
I've seen a few cases where an enemy flees and hides somewhere without their weapon, often just standing there without any special animations, and won't turn hostile again even if a player is right in front of them - so even though they're not 'surrendered' they may as well be, except that they can't be taken prisoner either.

Maybe add a failsafe where if a player is within their immediate vicinity they will pull out their weapon again? Or at least pick a new location to flee to so they don't just stand there.
Sheliz 15 Nov, 2023 @ 11:38pm 
Anyway the mod is awesome
Sheliz 15 Nov, 2023 @ 11:37pm 
There should be a button or something that forces them to give up and not run away, maybe get them on their knees
Baigaman  [author] 9 Nov, 2023 @ 4:43am 
@Pritchard
Sure thing, new update just dropped with these features. Let me know if there are any issues.
CaptainSlapNuts 30 Oct, 2023 @ 9:25am 
this mod is awesome, changes the game honestly
Pritchard 24 Oct, 2023 @ 12:41am 
Excited for the next release - I am hoping we will be able to disable specific behaviours and keep others (like allowing AI to flee, but not outright surrender). Will this be an option?
Baigaman  [author] 20 Oct, 2023 @ 12:33am 
@J-Money
Yes, I'm working on the next release which will have more granular settings and some minor bug fixes
J-Money 19 Oct, 2023 @ 1:28pm 
will this eventually have CBA settings to reduce/increase the chance of surrender, turn of for Blufor, etc?

very cool addition to the game.
Baigaman  [author] 19 Oct, 2023 @ 12:55am 
@Glitg Guy#bloodrust
This is done through the ACE menu system. Check the ACE 3 documentation for more info.
76561199173178004 18 Oct, 2023 @ 11:57pm 
HOW TO USE THE HANDCUFFS?
Baigaman  [author] 18 Oct, 2023 @ 3:37am 
@They See Empty Inside
This is afaik how the vanilla morale system works. If you unload this mod the units should still show as having zero morale. This will change when you run your scenario.

@MunkSWE92
I am not familiar with this, but feel free test it out and let me know.
TSEI (Empty) 17 Oct, 2023 @ 1:03pm 
The editor shows that basically every spawned unit has zero morale, even when they are freshly spawned, is this intended, a bug or?
BaMxIRE 17 Oct, 2023 @ 9:48am 
@Baigaman Brilliant work thank you : )
MunkSWE92 17 Oct, 2023 @ 8:46am 
Does this work with 3eden Enhanced moral system ?
Baigaman  [author] 17 Oct, 2023 @ 3:27am 
@BaMxIRE
Alright, that might be the cause. I also know that Antistasi has it's own surrender logic, so that might cause some trouble with this mod. I'll add an option to disable the surrender behaviour and just keep the fighting retreat and fleeing behaviour in the next release, so people can run this with Antistasi without issue.

@SPESS
Not at the moment, no. I'll look into adding that in a future release.
SPESS 16 Oct, 2023 @ 3:38pm 
Do NPCs cuff or monitor surrendered enemies?
BaMxIRE 16 Oct, 2023 @ 10:20am 
Hey Baigaman I started up a save game from prior to me subscribing & loading this mod that could be causing some issues. I loaded it up and was playing antistasi I set down a couple of men from Eden editor right enough... Haven't had the same issue last night with my recruited squad members. Tho the same conditions may not have been in play last night I will retry it tonight and see how it goes mate. Tho I like it !
Baigaman  [author] 15 Oct, 2023 @ 10:00pm 
@BaMxIRE
Was this in singleplayer or multiplayer? Did you spawn with the squad or did you join the squad during the mission?
BaMxIRE 15 Oct, 2023 @ 9:55am 
My men and I decided to drop our weapons and give up. Derp. We were on the attack and a jet flew over head then boom they all start dropping their shit hahha.
Baigaman  [author] 15 Oct, 2023 @ 8:20am 
@Ascent
The cleanup code might need some work, I'll look into it. What you can do for now is up the cleanup range from 800 to a much higher value. That should sort the weird despawning behaviour.

@HunterJV
Only way I've been able to recreate this is if I load a mission, save, unload a required mod (LAMBS or ACE) and reload the mission. Can you walk me through the steps you've taken to encounter this issue

@Iron Maiden
As far as I know those animations are exclusive to Spearhead 44. I do not want Spearhead to be a requirement for this mod.

@Лесной Лайфстилл
Yes, but you might get some weird behaviours if VCOM overrides a move order of a fleeing unit. This won't break the mod, but you might see fleeing units just stop or run around in a circle in some instances.