Arma 3
1,167 ratings
Dual Arms - Two Primary Weapons
Data Type: Mod
File Size
3.441 MB
Mar 17, 2018 @ 6:16pm
Jun 17, 2021 @ 7:46am
7 Change Notes ( view )

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Dual Arms - Two Primary Weapons

Reuploads of this mod on Steam Workshop / Armaholic / PlayWithSix are not allowed. I provide methods to override code if use is needed for servers.

Dual Arms mod allows most weapons to be stored in the launcher slot of your character. The weapons go into your launcher and are classed as a launcher. You have to swap your current weapon with the stored weapon to use it. I have made it pretty fluid to swap and add weapons, via addaction or inventory buttons.

5700+ Community Weapons Supported and 2600+ Attachments

Addactions are disabled by default currently - bind useraction 16 to swap weapons via hoykey.

This mod makes use of the following eventhandlers:

To use with Exile Follow this guide:

If you are looking to run this on a server with persistance I would suggest looking at this post I made here:
Even if you do not run Exile it has good examples and code you need to make saving pointers work and overrides if it does not work out of the box.

If your mod or server makes use of these I would suggest integrating them into one file. I will not help with this but you can still override my files.

How does it work and what does it look like?

How is this different from the other scripts I might have seen? This does not use attachTo or onEachFrame to work. Your weapon goes into the launcher slot, saves correctly in gamemodes without much additional editing. It works in MP for jip and regular play as it simply is a weapon in your second slot. No mods were repackaged or are needed as dependencies. If they are loaded and supported it will work, if not it will simply not allow it.

All weapons have their oirginal weights so if fatigue is enabled your character will be affected by it

Arma is dumb.

You cannot actually have a non launcher type weapon in your second slot unless you fully have source files, which I don't have nor did I want to rip anything from people who made awesome mods. So this mod uses a mirror of the main weapon that you put on your back originally. If you somehow try to create a secondary weapon when the main mod isn't loaded it will be invisible.

If you inspect my files you will see that all weapons are just an mirror of the main weapons, you can unload and load mods with no dependencies except for base Arma3. If the main mod is loaded in my mod then it will allow you to put it on your back. If not there will be a message saying that its not supported.
Your character has an addaction to add a weapon to your back or swap weapons if available. This can be configured and turned off via configs.
You can also customize if the second weapon will be dropped on death or not and you can block weapons from going on your back via classname.
Added in update 2.0: Hide inventory icons with configs.

All weapons also retain their original weight values so your overall weight will be affected.

Mods currently supported:
NIArms :
Project Infinite :
Exile Mod :
ADR-97 Weapon Pack :
Operation: TREBUCHET :
Cup Weapons :
NATO_Rus_Weapons :
Specialist Military Arms (SMA) :
The_Unsung_Vietnam_War_Mod :
FFAA Mod :
2035: Russian Armed Forces :
FHQ Firearms :
BWMod :
SFP: Swedish Forces Pack :
3CB BAF Weapons :
Faces of war :
Arma 3 Aegis (Beta) :

Update 2.0:
EricJ Weapons Pack :
Arma 3 DLC: Contact :
Arma 3 CDLC: Global Mobilization :
HoboArmaPack :
Epoch :
FHQ_Accessories :
RKSL Studios: Attachments v3.02 :
Ravage :
KA Weapons Pack NEW :
R3F Armes 3.6.3 :
Complementary Special Weapons :
Complementary Police Weapons :
Breaking Point Weapons :

Update 2.1:
Arma 3 CDLC: S.O.G. Prairie Fire :
Arma 3 CDLC: CSLA Iron Curtain :
Popular Discussions View All (8)
Feb 16 @ 3:23pm
Mod Additions
Jul 9 @ 6:51am
Bug Reports
Feb 2, 2020 @ 9:34am
Cant access inventory after switching weapons
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starch Nov 1 @ 6:06pm 
any plans for regular 3cb guns?
Bo'ohw'o'wo'ee Oct 29 @ 11:01am 
@alimirny did you figure that out. I have the same issue.
ALiMiRny Aug 20 @ 3:44am 
Hi! I don't have a file on the new server ExileClient_gui_hud_event_onKeyUp.sqf to add entries. Server mo Exile
marxman28 Jul 25 @ 11:39pm 
Can we get compatibility for Western Sahara weapons?
CJB Jul 8 @ 7:01am 
Great mod and thank you. But in Exile, the ExileClient_gui_hud_event_onKeyUp.sqf conflicts with the same file in vector building. I can't seem to merge the two into one. Has anyone been able to do this?
Waxy Jun 18 @ 7:58pm 
Which Mod did you use for the Armory at the bottom of the tutorial? Jun 9 @ 1:01am 
Strangly, this mod caused the vehicles in the campaign safe zone to spontaneously explode?
Mr. Goodcat Apr 24 @ 9:51am 
heyo any plans on adding western sahara weapons?
neochen' Apr 23 @ 7:50pm 
Isn't working.