Arma 3
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Tactical Position Ready
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Data Type: Mod
Mod Type: Animation, Weapon
File Size
Posted
Updated
138.401 KB
Apr 17, 2018 @ 4:51am
Feb 6, 2022 @ 6:33am
25 Change Notes ( view )

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Tactical Position Ready

Description
Features
- High Port, High Ready, Low Ready (Rifle, Pistol)
- Shoulder Hand Raise (When you are behind an ally in a ready stance, you can raise your hand or stick to them.)
- Weapon obstacle avoidance (depending on the length of your weapon, you may trigger ready stance if you get close to a wall, so you need to consider the length of your weapon).

Description
Tactical Position Ready prevents friendly fire by raising or lowering the muzzle of your weapon. The muzzle position changes depending on the length of the weapon, with shorter weapons being better suited for CQB.

It also works on the client-side, but other players without the addon will not be able to see the animation.


Key:
[Rifle]
High Ready = T
High Port = Ctrl + T
Low Ready = Shift + T

[Pistol]
High Ready = T
Low Ready = Shift + T

Special Thanks:
- AKASHI
- Korea NSWDG Milsim Group
Popular Discussions View All (4)
8
Oct 22, 2023 @ 2:57pm
Uniforms
Falakrouk
2
Apr 18, 2018 @ 12:40pm
The hand signals ?
GunsAhoy
0
Feb 11, 2022 @ 3:49am
Touch Shoulder
larmtechs13
276 Comments
_mickey_ Nov 16, 2024 @ 3:00pm 
@Ramiro_Ryan even if it's not a big performance cost, it's still going to add a lot of problems for the AI. Imagine this - the AI ​​encounters an obstacle and automatically lowers/raises its weapon, but, if at that moment AI will see an enemy, then it will need to shoot! It will shoot at the floor or the ceiling!

No one mod maker will ever be able to teach an AI to move away from an obstacle, if ithis AI needs to shoot.
Froggyluv Nov 14, 2024 @ 2:33pm 
@Ramiro_Ryan -doubtful. That is an engine level problem allowing models to clip thru collision geometry. Can a mod make constant check for things like this? Doubtful as ,most likely insanely expensive cpu-wise. Unfortunate but probably better in next build (Reforger)
Ramiro_Ryan Nov 10, 2024 @ 2:58am 
Have you tried applying this to the AI? Will it consume a lot of performance? It would solve the problem of AI shooting through walls. It happens when it aims at a wall and the barrel penetrates it, the AI detects it has a clear shot and fires.
LynX13 Aug 3, 2024 @ 11:13am 
Agree with @Hoplite, please, fix this annoying bug. I think it's better to auto-disable the mod when player's armed (and ready to fire) with AT launchers.
nerusske Aug 3, 2024 @ 11:11am 
Fucking buggy mod. So many nerve cells killed this addon that I want to kill the author in revenge, so that his crooked hands no longer touch coding.
_mickey_ Jul 24, 2024 @ 9:48am 
@Ranger_Actual

no
Ranger_Actual Jul 23, 2024 @ 6:32pm 
Does this work with AI?
ElPedroChicoRaulAlfonsoTejada Jul 14, 2024 @ 4:26pm 
Some more fluid animations would be great. The current ones feel stiff
_mickey_ Feb 13, 2024 @ 11:07am 
@Hoplite I can confirm this. I already reported this to the author a year or two ago, but it doesn't seem to bother anyone. Probably we should be happy with what we have.
ærømagnetica Feb 13, 2024 @ 12:13am 
CBA Addon Options for this mod are seemingly broken. You're using spaces in the variable names which seems to break saving the settings on a server, as well as forcing settings on the server or in the mission.
https://i.imgur.com/u6VLZgl.png