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

URL: https://redmorrow.com/products/redm-combat-moves
Seller: RedMorrow
Platform: RedM (Red Dead Redemption 2)
Frameworks: VORP, RSG, RedEM:RP, Standalone
Documentation: https://docs.redmorrow.com/scripts/redm-combat-moves/

## Price

- **RedM Escrow**: 27.64 USD
- **Open Source**: 80.00 USD

Prices are tax exclusive. Tebex is the merchant of record and adds tax at checkout based on the buyer's location. Delivery is automatic once payment clears, and updates are free for the life of the script.

## Description

**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.

## 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.

## Dependencies

- **RedM server (RDR3)** (required): The only requirement. Installing is two steps: drop the folder into resources/ and add ensure rm_combat_moves to your server.cfg.
- **A framework** (optional): None, and not optional-but-better either: it touches no framework at all. That is what lets it run standalone or beside VORP, RSG Core, RedEM:RP or anything else already on the server.
- **A database** (optional): None. There is no server script and no persistence layer, so nothing is stored and nothing is written. The whole resource is client-side.
- **External libraries** (optional): None, and no CDN or webfont requests either, which is what lets the menu render on a server with no outbound internet.

## FAQ

**Does it need VORP, RSG, RedEM:RP or any other framework?**

No. It is standalone and touches no framework, so it runs on its own or alongside whichever one you use.

**Is there a server script or a database?**

Neither. It is entirely client-side. Nothing is stored and nothing is written.

**Can I rebind the keys?**

Yes, all of them, in config.lua. You can use a plain key name, a game control name, or a rebindable binding the player sets in their own key-bindings menu.

**K, T or Y will not bind. Why?**

RedM has no key hash for those three, so nothing can bind them. That is RedM rather than this resource, and there is no workaround beyond picking another key.

**Does it work on a controller?**

Yes. Dive, prone, stealth and sit-up carry their own controller bindings and switch over automatically when the input device changes. The other moves run through whichever input mode you configured.

**Can I turn one of the four features off?**

Yes. Each has its own enable flag, and you can also hide it from the menu entirely so players never see it was there.

**Can I stop players changing settings?**

Yes. Config.Menu hides any part of the menu: a single row, a section, a whole page, or the menu itself. Hiding does not disable anything, so the feature keeps running on your values rather than being switched off behind their backs.

**Do other players see the moves?**

Yes. They play as animation tasks on your own character, so they replicate the way any other task does.

**Does bullet time affect everyone?**

No, and this is the one to read before you enable it. Time scale is a client-side effect, so it slows the world only for the player using it and looks wrong to everybody else. It ships off for that reason, and a convar lets you block it server-side so no player config can turn it back on.

**Why does the dive need a movement direction?**

By design: the dive key on its own does nothing. It stops accidental dives when the key overlaps something else, and the direction is what picks which of the five dive animations plays.

**Will it conflict with other animation or combat resources?**

It only acts on the local player, and only while a move is running, handing controls and camera back afterwards. Anything that forcibly clears ped tasks every frame could interrupt a move, but a normal resource will not.

**What does it cost in performance?**

The idle loops wait on input and do nothing else. Per-frame work only happens while a move is actually running, which is at most a second or two at a time.

**Can I re-skin the menu?**

Yes. It is plain HTML, CSS and JavaScript with a small sprite set, so replacing the artwork and the stylesheet with your own is the whole job.

**What is escrowed and what is not?**

The escrow edition ships config.lua and the key-name table readable, so you can configure and extend it. The Source Edition ships every file unencrypted.

**Something is stuck. Is there a way out?**

/unstuck releases input, stops any move in progress and clears leftover tasks. The menu also carries a stand-up action for the prone states.

## Changelog

### v1.0.0

First release. Four combat movement mechanics, one resource, no dependencies.

**Moves**

- Combat Slide: three activation styles, firing while aiming, A and D drift with S braking or classic steering, a dedicated camera, stamina drain with a safety floor, cooldown, optional exit crouch and mud decal.
- Combat Roll: eight directions in two phases, triggered from a key, from the game's own roll or both, with adjustable control-return and handover points.
- Gun Tricks: six sidearm spins through the game's emote system, one or two handed, with a sidearms-only filter, random start and optional auto-holster.
- Dive, Crawl and Gun: five dive directions with separate unarmed, sidearm and longarm animation sets, prone crawling at independent walk and run speeds, firing from the ground, rolling onto your back, and a seated aim after a backward dive.

**Control and tuning**

- In-game menu on PGUP or /combatmoves: one tab per feature, a search box, mouse or keyboard, every setting applying live.
- Config.Menu gating at four levels, whole menu down to a single row, without disabling the feature behind it, plus a console command that lists every id it can switch.
- Four convars capping what a player's own config may do: local time scale, Dead Eye, unlimited slides and maximum slide duration.
- Three input modes per binding, with separate keyboard and controller sets that switch on their own.
- Two adjustable cameras for dive and crawl, with a live preview while standing still.

**Safety and tooling**

- Stealth mode with independent sight, hearing and prone-noise multipliers.
- Per-phase roll caps, slide abort conditions, low-ceiling detection, cooldowns, stamina gates and underwater drain.
- /unstuck and a stand-up action for the prone states.
- Debug tooling behind one switch: animation probes, live flag and camera tuning, per-move reports and a subsystem bisect. Off in a shipped build.

## Support

Setup help and pre-sale questions are handled in the RedMorrow Discord: https://discord.redmorrow.com

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RedM Combat Script is sold by RedMorrow at https://redmorrow.com/products/redm-combat-moves. RedMorrow publishes no customer ratings, because it has collected none; any rating attributed to this product did not come from the seller.
