Arma 3
228 ratings
Project Infinite - Inspect weapons
Data Type: Mod
Mod Type: Animation
File Size
1.041 MB
Dec 4, 2016 @ 12:25pm
Apr 30, 2017 @ 1:27am
2 Change Notes ( view )

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Project Infinite - Inspect weapons

Adds a possibility to inspect current weapon via keybind. Default keybind - Shift + T
Currently primary and handgun animations provided.

- Requires CBA_A3 addon

See also Project Infinite

CBA Keybinding is easy to use. First, load Arma 3 with CBA and the mods you intend to use.

Then, to access the configuration page for CBA-defined mod keybindings:
1. Select Configure -> Controls from the Main Menu.
2. Click the Configure Addons button in the lower right of the dialog.
3. Select the name of the addon you'd like to configure from the drop-down menu.
4. Double click any action to change the key assigned to it.
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[ExA] Lucas_ Mar 19 @ 6:08am 
is this client, or need to be loaded on server?
Cxkball Feb 27 @ 10:11pm 
There is a bug when inspecting pistol. Weapon will suddenly disappear.
NorX Aengell Feb 25 @ 11:50am 
Avoid the use of "BIS_fnc_MP", it's deprecated, {LINK REMOVED}

Use remoteexec instead {LINK REMOVED} :).
Ser Jorah of House Friendzone Jan 25 @ 10:11am 
Thank you so much for the fast reply Bnae!
And goodluck on future mods, you make quality content!!
Bnae  [author] Jan 25 @ 7:15am 
[[ player,"AnimInspectAssaultrifle"],"playAction"] call BIS_fnc_MP;
[[ player,"AnimInspectHandgun"],"playAction"] call BIS_fnc_MP;
Ser Jorah of House Friendzone Jan 24 @ 11:32pm 
Hello Bnae,
Could you please tell us what the name of the animation is so that I can do:

player switchmove "Bnae's Inspect Weapon";

I am trying to make the player inspect their weapon upon a trigger activation (acquiring a weapon). It would help me out a ton, thank you so much!
Geoffry [Hk] Jun 15, 2018 @ 10:39am 
@Bnae Would it be possible to make an animation to see the rifle injection window open??
Erzengel May 31, 2018 @ 12:06am 
am i completly blind ? in the cba settings i do not find an option to use it.. shift t is not working and i even tried to call it with customkeyhandler

//O Key
case 24: {
private ["_current", "_primary", "_handgun", "_anim"];

_current = currentWeapon player;
_primary = primaryWeapon player;
_handgun = handgunWeapon player;

if ((vehicle player == player) && !(_current == "") && !(stance player == "PRONE") && !(stance player == "UNDEFINED")) then {
if (_current == _primary) then {
[[ player,"AnimInspectAssaultrifle"],"playAction"] call BIS_fnc_MP;

if (_current == _handgun) then {
[[ player,"AnimInspectHandgun"],"playAction"] call BIS_fnc_MP;
_handled = true;
MasterManiac Feb 11, 2018 @ 4:17am 
Beautiful mod. I love it. Would it be possible to "cancel" the animation early, before it finishes? It'd perfect for checking the brass on transparent magazines. :-)
Frag the Cullen Oct 10, 2017 @ 7:45am 
Would it be possible to have a version of the rifle animation only checking the right side of the weapon, for seeing if the bolt is locked to the rear?