RedM Combat Script: Slide, Roll, Dive & Gun Tricks

Four combat movement mechanics in one standalone resource: slide out of a sprint and keep firing, roll in any of eight directions, drop to the ground and shoot from prone, and spin your sidearm six different ways. Every value is adjustable from an in-game menu that applies changes as you make them, cameras included, with nothing to restart. No dependencies, no server script and no database, so it sits alongside VORP, RSG Core, RedEM:RP or nothing at all.

27.64 USD

Four combat mechanics in one resource. Slide, roll, gun tricks, and a dive that puts you on the ground still shooting. Built for servers where a gunfight is currently two people standing still trading shots. No dependencies.

Combat Slide. Hold a key while running and your character slides. Hold aim through it and you can fire, and firing stays blocked unless you are aiming, so it reads as a deliberate move rather than a free sprint-shoot. Your body faces where you look, A and D drift sideways, S brakes.

Combat Roll. A directional dodge in eight directions, played as a tumble and a recovery. The point where control comes back is adjustable, so the end of a roll never feels locked. Trigger it from a key, from the game's own roll, or both.

Gun Tricks. Six sidearm spins driven through the game's own emote system rather than played as loose animations. Double-tap to start, tap to cycle to the next one, press to stop.

Dive, Crawl and Gun. Dive in five directions with separate animation sets for unarmed, sidearm and longarm, then land prone and crawl, aiming and firing from the ground. Roll onto your back and shoot upward. A backward dive holding a gun can end sitting up, already aiming.

Tune it all without a restart. Every value is in config.lua and in an in-game menu on PGUP, and changes apply the moment you make them, cameras included. This RedM combat script needs no framework, so it runs on VORP, RSG Core, RedEM:RP or a bare server.

Product Features

Four Levels of Menu Gating

Config.Menu can hide the whole menu, one page of it, a section inside a page, or a single row. Hiding only takes it off the panel: the feature carries on running on whatever config.lua says, so trimming what players can change never changes what the server does.

Limits Players Cannot Lift

Four convars cap what any player's own config is allowed to do: block local time scale, block Dead Eye, block unlimited slides, and set a hard ceiling on slide duration. Useful when you want the moves available but not the parts that read as an advantage.

Three Ways to Bind a Key

A plain key name, a game control name, or a rebindable binding the player sets in their own key-bindings menu, whichever suits the move. Keyboard and controller bindings are kept separately and swap over on their own when the input device changes.

Frame the Camera While Standing

Hold either the dive or the crawl camera on while standing still and set distance, shoulder offset, height, pitch, field of view, near clip, motion blur and ease timings on the sliders, watching the shot change. Camera work by eye rather than by guessing numbers and re-testing.

Stealth on a Double-Tap

NPC sight range, NPC hearing range and the noise you make while prone each drop on their own multiplier. Three numbers rather than one switch, so a prone approach can be made quieter without making you invisible.

Runs With No Internet

The menu is plain HTML, CSS and JavaScript over a small sprite set. No framework, no CDN and no webfont requests, so it renders on a box with nothing outbound. Swap the artwork and the stylesheet and it is your menu.

Nothing to Install First

No dependencies, no server script, no database and no persistence layer. The whole thing is client-side, which makes installing it a folder in resources and one ensure line, and makes uninstalling it deleting the folder.

A Stall Cannot Wedge You

Per-phase safety caps on the roll, configurable abort conditions and ped reset flags on the slide, and low-ceiling detection, cooldowns, minimum stamina and underwater drain on the dive. An animation that fails to finish releases instead of blocking the next move.

Debug Behind One Switch

Animation probes, live flag and camera tuning, per-move reports and a subsystem bisect, all behind a single flag that ships off. When a move misbehaves on your server the tooling to find out why is already in the resource.

A Way Out

/unstuck releases input, stops whatever move is running and clears leftover tasks, and the menu carries a stand-up action for the prone states. Worth having when a move is the thing holding your character.