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Workshop mod by it_is_Sunshine

Sunshines TIGMS Arma Reforger Mod

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.

672B02D564E1B772
Sunshines TIGMS preview

Ranking

Popular#255088.2Falling#98284.6
19Serversrunning this mod
7Observed players nowon servers reporting this mod
3.2kEstimated player-hours (7d)7-day data
DeploymentTop 9%91.1ahead of 91% of tracked mods by servers running it
ActivityTop 16%83.9ahead of 84% of tracked mods by play on those servers
Popularity88.2deployment and activity combined
How those 19 installs happen100% traced
  • Not identified as a dependency18
  • Required by another mod1
Last 30 days
Servers, last 30 days
19 latest26 peak, 19 Sept16 low, 3 Oct

Servers reporting the mod in each hourly observation. Last 30 days.

Daily values
Servers, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
19 Sept2626228
20 Sept24262224
21 Sept21251924
22 Sept22231824
23 Sept22232024
24 Sept23262224
25 Sept24262324
26 Sept24252224
27 Sept23242024
28 Sept22231824
29 Sept21242124
30 Sept22232124
1 Oct23242124
2 Oct21242024
3 Oct20221624
4 Oct22221824
5 Oct19221824
6 Oct21211724
7 Oct20221724
8 Oct19201724
9 Oct19231724
10 Oct22252024
11 Oct22231924
12 Oct21221924
13 Oct20221724
14 Oct20221924
15 Oct18211824
16 Oct20221724
17 Oct23232124
18 Oct21252024
19 Oct19221816
Observed players, last 30 days
7 latest178 peak, 3 Oct0 low, 8 Oct

Sampled player counts on servers reporting the mod; not unique players. Last 30 days.

Daily values
Observed players, last 30 days, one row per day (UTC)
DayLastPeakLowObs.
19 Sept136138558
20 Sept1201413524
21 Sept1081341524
22 Sept901471824
23 Sept88120924
24 Sept89123924
25 Sept1051181424
26 Sept1331572024
27 Sept1191481524
28 Sept1031231224
29 Sept871331124
30 Sept861091024
1 Oct60109924
2 Oct98981124
3 Oct1401781524
4 Oct107121624
5 Oct65100624
6 Oct7085524
7 Oct45106224
8 Oct4591024
9 Oct3268024
10 Oct5787024
11 Oct2772124
12 Oct4141324
13 Oct3873124
14 Oct3436324
15 Oct3072024
16 Oct3143024
17 Oct4184224
18 Oct1853124
19 Oct726016

Calculated Oct 19, 2026, 3:47 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.

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.

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

Servers running this mod

19

19 currently listed servers report Sunshines TIGMS in its mod list. Showing the 5 with the most players.

View all 19 servers

Versions

10
published · approved · 14.9 KiB
published · approved · 13.3 KiB
published · approved · 8.69 KiB
published · approved · 8.69 KiB
published · approved · 8.69 KiB
published · approved · 6.6 KiB
published · approved · 6.11 KiB
published · approved · 6.11 KiB
published · approved · 6.09 KiB
published · approved · 6.2 KiB
1.0.16Game 1.8.0.13 · 14.9 KiB · Sep 3, 2026
Dependencies: 0Scenarios: 0PublishedApproved
Added compatibility for the follow RHS Status Quo weapon entities:
Carbine movements: HK416 carbine, AK102

config.json entry

{
  "modId": "672B02D564E1B772",
  "name": "Sunshines TIGMS",
  "version": "1.0.16"
}

Use Sunshines TIGMS on your server

Add Sunshines TIGMS to the game.mods array of your server config.json. The config generator builds the full file, the mod manager keeps the mod list and its dependencies organized, and the config validator checks an existing config. The adding mods guide and mod dependencies guide walk through it step by step.

Fetch this mod from the API

The same metadata is available as JSON. See the API quickstart, the V2 reference, or the V1 reference.

GET https://api.reforgermods.net/v2/mods/672B02D564E1B772
GET https://api.reforgermods.net/v2/mods/672B02D564E1B772/versions

Data is cached from Arma Reforger Workshop metadata and may be stale. reforgermods.net is independent and is not affiliated with Bohemia Interactive.