Arma 3
CQB Interactions
169 Comments
Phenosi  [author] 2 Aug @ 4:27am 
sure
Dmitrij 1 Aug @ 8:54pm 
does it work with sog ai?
Operador_Tavares 30 Jul @ 8:10am 
Thx for your attention and effort, gonna try out now!
Phenosi  [author] 30 Jul @ 7:50am 
Update is out!

FIXED:
🛠 Fixed a major issue where actions would not appear after units surrendered.
🛠 If you're still experiencing this issue, repair the mod via the launcher to force an update.
Phenosi  [author] 30 Jul @ 7:35am 
ACE is compatible
Phenosi  [author] 30 Jul @ 7:34am 
@Operador_Tavares no, its bugged and I need to fix it, which I will do asap.
Operador_Tavares 30 Jul @ 6:59am 
Good mod, but unfortannely I could not make it work with properly. There's no interactive prompts to make them surrender. I guess is because I'm using ACE.
Phenosi  [author] 28 Jul @ 6:06pm 
Sound good, you can do that.
psifena(Ghost) 28 Jul @ 4:04am 
Hey thanks @Phenosi your mods inspired me to do more. Can shoot you the trailer once i finish it, if you are interested.
Phenosi  [author] 28 Jul @ 2:36am 
@psifena(Ghost) hey, that is awesome dude, keep up the hard work; I'm sure it's going to pay off!
psifena(Ghost) 28 Jul @ 12:15am 
Hey, I am creating an immersive Cold War campaign and there is small loop to ID check civilians and Detain them to recieve build points. Added voiceovers for the civilans, when they surrender for bigger immersion, since I go for fully voiced. I also like the idea that you have to capture the HVT with your mod :] making the mission a little bit harder.

There is also working interactive radio system, trading, build or ID check system... But the core I used is your mod and cigs immersion mod.

I am happy especially about the radio system - you have to tune in for mortar or helicopter freq. to either call for support, or call for pickup {deploy green smoke for LZ}. Its a fun project for last 2 months, hopefully demo will lunch soon with trailer.
Phenosi  [author] 27 Jul @ 2:17pm 
I know about the mod, I just have not had time to fix the bug. it's a simple fix but simply not time.
what are you building/adding?
psifena(Ghost) 27 Jul @ 10:04am 
Hey, I also confirm the bug. I initially thought I installed some mod, but thats not the case. I am building upon your mod, so I will try to debug the script aswell during the week.
Moon 20 Jul @ 8:28am 
Thank you Phenosi. Much appreciated. :)
Phenosi  [author] 19 Jul @ 12:25pm 
A bug in the code, will take a look at it next week.
Moon 19 Jul @ 10:02am 
Hey there, using CQB Interactions for normal Vanila++ Mods, however the action menu to detain or drag units simply does not show or activate. Morale system works and AI reacts accordingly. What could be the cause of this matter?
scott.forster1 18 Jul @ 6:49pm 
Hi. Mod is great and was working fine for a long time but suddenly action menu isn't working properly. Enemies surrender and morale system clearly works. Can drag enemies etc. If using left windows button can find the detain/tie option but its fiddly with keyboard compared to the action menu. option to make surrendered enemies follow has disappeared. I've tried everything- fix mod button, reordering mods, checking compatibility with ACE, etc. Any ideas?
Phenosi  [author] 17 Jul @ 2:49pm 
@Jesion Not everybody uses ACE tho, so I can't rely on ACE animations. A new command like that wouldn't be a bad idea I suppose. that and some other animations are looped, I just use the animations I got mostly all from base-game with a few custom made exceptions pertaining to specific arrest animations; these 'base-game' animations may sometimes be looped in their config or RTM file and I cannot 'simply fix' it. I might be able to make a system where they slowly get back morale points after a while and see what I can cook up with that sort of concept.
Jesion 17 Jul @ 2:28pm 
How long the stun/shock effect works? i've just watch a unit that stayed in shock with animation of nervus watchin around and pointing finger at something. It was played in loop and it stayed that for 10 mins even after the fight (i didnt stay to check if he return to normal) To be honest i was hoping that there is an interaction option in ACE to slap his face to wake him up but there wasnt ;)
Jesion 15 Jul @ 3:07am 
I think we can agree ;)

About that animaions if they would use "pointing finger" and "go prone" gestures from ACE this would even fit the case - thouse two are left hand animations and the weapon stays at target but since thouse limitations i think it migh be hard to pull off.

And diffrent question is it possible to program that surrederred units to get prone when shoots are close to them or gave us additional comand to order them to go prone (but i dont know if there is animation and pose for zipping/zipped lying enemies)? I am asking becouse sometimes other AIs use them as cover or they just stand and block line of sight.
Phenosi  [author] 14 Jul @ 3:40pm 
@Jesion I guess the bug is fixed then :shrug: It was never reported before...
Isee, yes it does pick from a few random one.There are some limitations to using the gesture system yeah but it works fine for arma.
Jesion 14 Jul @ 2:17pm 
@Phenosi
I can confirm what Earth Spirit said I had one game when both sefl interaction/inteaction acton stopped working. I restarted the game and it fixed it self now i can't reproduce this bug i played already ~20games and i couldn't find this bug again and i really tired.

And one more question from me about the order to drop the weapon: as I understand the animation is random? Sometimes it looks stupid i use the dominant hand to order to drop the weapon so I'am aiming at the enemy and at the same time I am gesticulating using the trigger hand (nothing special just immersion breaking thing).
Phenosi  [author] 13 Jul @ 5:43am 
haha :steamsunny:
itsobsceneplanet 12 Jul @ 7:44pm 
drahp dee wee pahn
Phenosi  [author] 10 Jul @ 3:56am 
@Earth Spirit you can turn weapon removal on surrendering on/off in the CBA addon options, does not break ACE menu either.
Earth Spirit 9 Jul @ 6:05pm 
Confirmed this mod made the weapon disappear bug. It also breaks ace menu.
Earth Spirit 9 Jul @ 2:18pm 
Im playing antistasi ultimate and AI's gun just disappeared on the floor why surrendering. Idk if it's a3's bug, antistasi's bug or this mod's bug. I have never seen it before. Is it a bug in mod? And is there anyway to fix it?
Phenosi  [author] 9 Jul @ 6:32am 
Enjoy! :praisesun:
[1er R.C.C] TheKillian 9 Jul @ 3:07am 
Man this is really good for some "Police" scenario!!
Thank you for making this. I see constant improvment, thank you for your work ! :D
DiviAugusti 4 Jul @ 5:57am 
Thank you :D
RZ_Prower 4 Jul @ 5:24am 
@Phenosi Thanks a lot
Phenosi  [author] 4 Jul @ 4:25am 
@RZ_Prower and @DiviAugusti I fixed both issues for you! Enjoy :))
RZ_Prower 3 Jul @ 4:07am 
Hi, I wanted to ask if there is a way for allied AI not to shoot at surrendered enemy AI? Personally, in my case they start shooting at surrendered ones
DiviAugusti 7 Jun @ 5:32am 
hey instead of whole faction sides can you make it so the player's squad doesnt surrender it just puts them in a glitch after im done with the enemy and they refuse to listen...
kolmipilot  [author] 31 May @ 5:06am 
@gia.huynh.07 you can disable morale system for blufor
Phenosi  [author] 31 May @ 2:04am 
@LOGASARUS Please make a bug report if you want your issue fixed, given we can first of all see it isn't to do with version-mismatching or user-error.
LOGASARUS 30 May @ 1:50pm 
im having a problem with ai doing seemingly random animations when killed hurt or startled this also applys to players locking them in an animation in the middle of a battle
gia.huynh.07 15 May @ 3:14pm 
I hope it could make team mate AI don’t surrender but enemy AI will surrender it will be great ! Due to mos of misson in SOG Prairie Fire the team always face enemy double or even triple about numbers
gia.huynh.07 15 May @ 12:24am 
It’s great but the problem when AI teammate giving up and it’s tougher when fight alone especially with VIETNAM MISSON
WhoknowsThree 8 May @ 11:12am 
Can we get a fight to the death morale, almost like the opposite of giving up
Would be very nice for some scenarios
Phenosi  [author] 29 Apr @ 11:35am 
@EthicalObligation It does get removed atm, I might make a 'weaponholder' object in the future so you can pick it up like any other arma 3 inventory item.
EthicalObligation 29 Apr @ 9:35am 
Hiya! Lovely stuff this! Seems like the weapon of the suspect vanishes.The suspect's weapon should be retrievable? Or is this just a limitation?
Phenosi  [author] 15 Apr @ 10:27am 
Yeah, probably.
Not a cool guy 15 Apr @ 6:16am 
Can you use DCO with this?
Phenosi  [author] 12 Apr @ 6:03am 
Yeah, probably. It's automatically applied to any unit :shrug:
4spooked 11 Apr @ 3:58pm 
ALiVE compat?
Hope you can get a CBA option soon to disable morale for Player (and Player's AI group), than just disabling for (blufor, opfor, indep) side. The stunned animation and low morale can break missions a lot because my AI units leading me/I'm leading get stuck in place. :jake::steamthumbsup:
Phenosi  [author] 25 Mar @ 11:24am 
@Marc🦈 I get what ya mean now.
@KyanPepper Maybe a module ye.
KyanPepper 24 Mar @ 5:55pm 
Yea a reverse option in attributes would work too! Maybe when it activates it gives you options to change coefficients so you can change their morale and stuff. (or again, a module could also do good)
@Phenosi When player is in a AI controlled group during single-player missions. But also happens too when player leads AI.