Sunshines TIGMS

by it_is_Sunshine
Sunshines TIGMS

Summary

THIS IS PART TWO: Sunshine's Infantry Gun Movement Systems (TIGMS) for meaningful choices in selecting your weapon ready-state & more.

PART ONE: search "Sunshines TIMS".

I highly recommend both.

Description

Search for my server "Operation Sunshine" if you want to join an HQC+ / vanilla+ (less than 1gb download) community that is playing with this mod and my others too.  

The goal of this mod is to create another layer of deep, tactical gameplay where the soldier makes meaningful decisions to his weapon-state based on his needs or his threat.

TIGMS applies movement speed limits (slower sprinting, slow point-firing movement, slow ADS movement) depending on the weapon ready-state (holstered, lowered & low-ready, ready, ADS) to a custom hierarchy of weapon types.

NOTE: Players will need to ensure they have not unbound essential weapon keybindings like “low ready” and “raise weapon” to get the most out of this mod.

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There are two factors that now affect a soldier’s maximum movement speeds: the weapon ready-state and the weapon type.

These are the weapon ready-states (from fastest to slowest):

HOLSTERED;
LOWERED & LOW-READY;
READY;
ADS’ed.

The weapon type he is using will have a further, but smaller effect on his movement speed. 
These are the weapon types (from fastest to slowest):

PISTOLS;
CARBINES (M16 Carbine or AKS models)
ASSAULT RIFLES + SNIPER RIFLES;
LSWs (M249 SAW or RPKs)
LMGs;
LAUNCHERS.

Depending on his purpose, he will therefore need to select the right tool. Bigger guns have bigger firepower, but they make you less agile which may be a problem in CQB. 

The more ready a weapon-state is (i.e in the ready position or finally aiming-down-sights) the slower a soldier will move. This means he will only have the weapon ready to fire when he knows he is about to use it and he must skillfully switch between states depending on his needs. He should move as slow as he must, but as fast as he can.

This creates a much more tense, slow-paced, tactical CQB and urban infantry fighting experience where one cannot rely on bumrush, w-key tactics to win a fight and must therefore use tactics, strategy and the right tools for the job in these dangerous environments.

This also lends significantly more meaning to choosing the right weapon for the job as there is now an edge in using smaller weapons in close quarters. The increased aggression that their higher mobility offers may be enough to make you ignore their shortcomings (less muzzle velocity and bullet penetration).

An emergent result of these changes is also the ability to determine at a glance the possible combat state of an enemy based on his weapon-state: if he has his weapon holstered so as to move faster, you know he is in no perceived threat; if he is lowered or low-ready then you know he is alert; high-ready and ADS means he is vigilant or about to engage.

This is unlike the vanilla infantry experience where every soldier, all the time, has his weapon in the ready state. Whether he's in the midst of combat or at the command tent strategising with his squad he is aiming his gun and ready to shoot. There is no meaningful choice to be made in how he holds his weapon. 

This fixes that.

For the first time, seeing a variety of weapon states in use means your recon or pointmen can gain valuable intel to determine if your enemy is alert to any threats.

This is a great improvement for immersion too as you will suddenly see players using muzzle discipline when in safe zones, where they want maximum speed.

All-in-all, this makes the skill-expression in infantry combat far more wide and far more deep. Indirect fire, penetrative fire, utilities, flanks, superior teamwork and the right weapon for the job will become what wins a CQB or urban firefight.

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WANT MORE?
This mod is PART-TWO of the Sunshine’s Tactical Infantry Combat Suite: mods that truly create the best, authentic mil-sim infantry combat experience which unleash Reforger’s full infantry combat potential.

I HIGHLY recommend downloading PART-ONE: “Sunshines TIMS” to get the full experience. 

https://reforger.armaplatform.com/workshop/6728865D648BB916-SunshinesTIMS


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CURRENT COMPATIBILITY
If you are a weapons mod author and want TIGMS to have compatibility, please reach out to me. 

Mods with custom carbines and LSWs will likely inherit the same stats as all assault rifles or machineguns. It depends on what Arma-source _base.et your modded weapon inherits from. 

This mod recognises the GUIDS for the following mods' weapon entities.

RHS STATUS QUO
Carbine movements applied to: AKS74UN, SR3M, M4A1, HK416 carbine, AK102
LSW movements applied to: RPK74N, RPK74M.
Launcher movements applied to: GM94

CDD DARKLINE WEAPON PACK
Carbine movements applied to: MP7, MCX, Noveske-300, SOLGW MK1.
LSW movements applied to: Minimi.
Launcher movements applied to: M320, M79.

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FEEDBACK/CONTACT:
On Arma's official Discord: https://discord.com/channels/105462288051380224/1541752708720230441
Or Twitch: https://www.twitch.tv/it_is_sunshine.

License

Arma Public License (APL)

Rating
96%
Version
1.0.16
Game Version
1.8.0.13
Version size
14.91 KB
Downloads
4,773
Created
21.12.2025
Last Modified
03.09.2026
ID
672B02D564E1B772