Arma 3
Knock People Unconscious
46 Comments
Zanji Jun 8, 2024 @ 6:23am 
is this the mod making me pass out while flying a jet?
Reticuli Jul 6, 2023 @ 2:17pm 
Dude, thanks!

Something you might also want to eventually add is optional compatibility with Breach, as Melee has... maybe do it even better, with an adjustable CBA probability of hits getting through a door rather than always on first strike. At zero, no chance of breaching, at full it always breaches on first try.

I figured out what's going on with it not liking 1 meter distance -- for some reason Arma 3 now is judging distance differently than prior to version 2.08 and beyond. 1 meter is only consistently possible now if you don't have a gun in your hand or you try to climb over them first with "V" and then try to punch. Perhaps I'll try 1.5 meters, but 2 works always. 1 meter is an interesting complexity in combination with having Melee loaded and tuned down, though.

Another thing worth changing might be even lower length of time they're out than 10 seconds.
[TRI-CON] Bridge.J  [author] Jul 6, 2023 @ 7:44am 
@[CTG] Maj. Eagle

I'll see what I can do
C. Eagle Jul 6, 2023 @ 7:24am 
Could you make a patch for people still being able to punch despite being captured?
[TRI-CON] Bridge.J  [author] Jul 6, 2023 @ 2:47am 
@Reticuli

Not sure, but I took a few mins and added in a CBA setting to allow choosing a distance between 1 & 5 metres (in 1 metre steps). Let me know if that works fine for you. :)

Also the reason I chose 3 metres as the default is because of the way Arma measures the distance (from the centre of the character models). Choosing 1 metre can make it not work unless you are practically inside the other character.

I'd recommend using 2 metres if you want it closer than the default, it's more reliable than 1m
Reticuli Jul 6, 2023 @ 2:20am 
Why are edits to this to make the dist 1m instead of 3 now failing to work? Neither using notepad nor PBO manager with editing of the unpacked stuff and repacking it seem to allow it to work anymore. 3 meters is an absurd distance even hitting someone with your rifle.
Bolan Jan 25, 2023 @ 11:43am 
@kibaBG its because of your ACE settings, propably you have the setting that unconciuss AI is automatically killed
[TRI-CON] Bridge.J  [author] Jan 25, 2023 @ 11:39am 
Not sure, I also use CUP and have not had any issues
kiba3x Jan 25, 2023 @ 9:11am 
I am using CUP, is the problem from there?
[TRI-CON] Bridge.J  [author] Jan 25, 2023 @ 4:25am 
Still works for me, could be an incompatibility with a mod you run.
kiba3x Jan 24, 2023 @ 6:17pm 
It does not work. Simply kills the target.
Reticuli Jul 30, 2022 @ 8:56pm 
Distance is easy to change in the pbo! Cool.
Reticuli Jul 19, 2022 @ 3:40pm 
Interesting and works fine with ACE that I can tell, but would be better if it only worked within a meter or less, and had decreasing length of knock out and probability of effect depending on armor the person is wearing that you hit. An unarmored person could be a 100% chance of a minute of time on the ground, while a person wearing lvl 4 plates over lvl 2 body suit could have a 50% chance of being unconscious just a second or not going down at all for each hit of your CBA keybind for it. Or I suppose you could go by helmet armor value, so a Viper helmet would be the 50% chance of 1 sec out. You could have one slider for max time out, one slider for min time out, and one slider for worst chance of working. Along with mods that cause the helmet to come off when the helmet is hit, that would be an interesting incentive in CQB to use your mod when very close instead of reloading. You could also utilize the reach-out hand motion animation.
Bolan Jan 9, 2022 @ 3:31pm 
Is it client side or not?
Basipek Nov 27, 2021 @ 11:50am 
@RushOnPC:tm: , check your ACE Medical settings and tick AI uncon.
That setting kills the AI when they are critical so you don't need to deal with them waking up as you walk by.
RushOnPC Feb 20, 2021 @ 10:10am 
Keeps killing a.i instead of uncon when knocking them out
Mandrake Dec 23, 2020 @ 12:08am 
Woah I wasn't expecting this much quick answer and solution. Thanks mate !
[TRI-CON] Bridge.J  [author] Dec 22, 2020 @ 10:56am 
Ok, there are now three CBA settings to help people configure the mod. One to allow/disallow punching overall, one to allow/disallow punching units that are the same side as you, and one to alter the time people are unconscious for (between 10 and 300 seconds, default is still 60). :)
[TRI-CON] Bridge.J  [author] Dec 22, 2020 @ 2:34am 
@Pickle I'll take a look at it and see what I can come up with.
Mandrake Dec 21, 2020 @ 3:05pm 
is it possible to disable this mod for players in same faction? I don't want to see people knocking out each other just for fun, in game.
GerhartRTFO Aug 15, 2020 @ 7:27pm 
Hey very nice mod. I have a question or I guess a suggestion if you don't mind. I have a mod named Martial Law https://steamcommunity.com/sharedfiles/filedetails/?id=1999204379 that I would really like to use your mod in to do some missions. The only problem I have is that when knocking out an enemy there is no chance of being heard. I was wondering if you would be able to put an even handler that represented a suppressed shot heard at a distance of 5 or 10 meters. Not an actual gun shot but I think you know what I mean. I was hoping to use your mod to make some kidnapping missions in my mod but I need there to be a slight more risk when taking the enemy out. Since in my mod the player is actual set as captive to represent a civilian until they do something to get them wanted. Right now I can go around knocking everyone out right in front of another enemy without any repercussion. Again thank you for the great mod
Sellers Jun 11, 2020 @ 8:49pm 
Thank you! Like a lot of the previous comments, you have no idea how many times I and my fellows have had to chase a VIP or civilian halfway around the world. This mod is terrific.
[TRI-CON] Bridge.J  [author] Jun 11, 2020 @ 7:42pm 
@Sellers I did some investigating and found that the target detection method I was using (cursorTarget command) can be unreliable when used on enemy AI. I have now switched this to cursorObject which should be reliable. New version is now live so go ahead and give it a go. :)
Sellers Jun 11, 2020 @ 5:28pm 
The CBA keybind doesn't work on enemy AI. Any idea why?
Dad'nok May 20, 2020 @ 7:11am 
Good mod and even better to see it updated! This allows us to control civilians without hurting them! Thank you for the work
[TRI-CON] Bridge.J  [author] May 20, 2020 @ 7:09am 
Should now be working fine, but let me know if there's any other issues. :)
PierreO Apr 6, 2020 @ 5:33pm 
Sadly no more working with the new ace medical update... Kill the peoples...
diveyez Jan 5, 2020 @ 2:23pm 
Probably not the rewrite!
John Baptist Dec 14, 2019 @ 1:55am 
Does it work with Ace Advanced Medical
Synorexia Oct 27, 2019 @ 11:14pm 
Wrong category. Its not a sound.
[Λ]Farsight Jul 9, 2019 @ 6:11pm 
Will do and thanks
[TRI-CON] Bridge.J  [author] Jul 9, 2019 @ 9:35am 
Yes that's fine, feel free to use it as long as you credit me. :)
[Λ]Farsight Jul 8, 2019 @ 11:00pm 
Would you allow me to add this to a mod I'm building for my group please. No edits will be made and credit for it will go to you.
Valken Jan 17, 2019 @ 12:43pm 
I believe this mod is not showing up in the current build and ACE Interaction. It works with a keybind but would like to have that option back if possible. Thx!
Porluso Oct 25, 2018 @ 4:05pm 
Great work, i love it. Can you please, put in your mod the brass knuckles object, it will nice. THX.
Crowmedic Oct 9, 2018 @ 9:45am 
@Bridge.J I was reading through your readme with this mod and it states "You are free to edit this mod for use by yourself and your unit". I was wondering if it would be allowed to take your mod and impliment it into my mission so that i can restrict who can use it based off of a custom rank system I use?
Thanks for your time
DaCapin Jun 7, 2018 @ 9:16am 
Very nice, i'v noticed it's not been updated in quite some time tho, does it still work with most recent version of ACE & Cba? This would be a very handy tool for capture missions :D
[TRI-CON] Bridge.J  [author] Jan 18, 2018 @ 7:49pm 
@BruceALMIGHTYYY I'm not really modding much these days, so probably won't do any more work on these for now. Would rather keep them separate to ensure people can pick and choose the ones they want.
Oatis Jan 18, 2018 @ 7:17pm 
How about a script version of both mods. Seems silly to have to run 2 mods for such a small feature. But's its fantatic! Great Work!
mfy Oct 17, 2017 @ 10:46am 
Can u add option drop weapon when punched?
Oatis Jun 14, 2017 @ 11:02am 
Could, you combine these 2 mods? Its awesome and should be part of ACE.
Oatis Jun 14, 2017 @ 11:01am 
Bridge.J do you use MCC? is so. You CAN yell at them to stop up to 50 meters away. I use ACE and MCC I just rebind the MCC action key to C, works great!
TheIronCross May 20, 2017 @ 7:17pm 
HAHAHAHA your video for it
TheIronCross May 20, 2017 @ 7:16pm 
awesome mod man thank you:steamhappy:
[TRI-CON] Bridge.J  [author] May 9, 2017 @ 12:13pm 
Glad you enjoy it. I made it because I was having problems restraining civilians with ACE - they would keep running around and obviously you can't yell at them to stop. Knocking friends out wasn't the intention but has become a solid feature of the mod. :P
condottiere May 9, 2017 @ 5:40am 
I really appreciate this mod. Haven't used it with serious intent yet, but it's much fun to nonlethally punch friends in the head while we're killing time between tasks or missions (as opposed to MOCAP melee).