Arma 3
Modernized Controls Collection
42 Comments
jaredgulvas 10 Feb, 2024 @ 12:04pm 
honestly if you could find a way to copy the controls from Arma Reforger, I'd nonstop be playing this with the xbox controller...great game but yea these controls are so old and horrible I just can't play this anymore lol.
TomoKIN 27 Jan, 2024 @ 7:37am 
@GhostJB Ullo its me again, Just here to drop a mention that it appears the optic mode function doesn't work with GM DLC not entirely sure why though
GhostJB  [author] 9 Oct, 2023 @ 11:17am 
@Puotek this mod is 100% clientside
Puotek 9 Oct, 2023 @ 9:07am 
Is this client side?
Combat 24 Sep, 2023 @ 6:01am 
Since Steam flagged imgur link as mallicious here is the error:

"scopeArsenal/" is not a class ("showToPlayer" accessed)
Combat 24 Sep, 2023 @ 4:36am 
Hi, godsend of a mod. Two bugs found:
-Controls tab displays "Toggle underbarrel weapon" twice, overwriting the fire selector interaction description. Functionality is there just the names create confusion.
-When pressing the fire selector interaction key (at least in editor) I get following error (https://i.imgur.com/qhYhXWR.jpeg)
GhostJB  [author] 22 Sep, 2023 @ 7:10pm 
@Zantza GGE's Weapon Canting is technically a soft requirement for the mod. I thought I'd hid all of that behind checks, but it sounds like there's a class inheritance that I didn't catch. As with my other mods, I'll put this on the list of to-do's, but I can't guarantee any timely updates
Zantza 22 Sep, 2023 @ 12:55pm 
Throws error at the main menu about gge_canting_anim_cantedaim not found
TomoKIN 17 Aug, 2023 @ 12:59pm 
Cheers, Love your mods, give me things I've wanted for years!
GhostJB  [author] 17 Aug, 2023 @ 12:57pm 
@TomoKIN yes, though honestly I'd rather remake cTab from the ground up. There are a lot of ways it could hook with ACE that it doesn't, and there are some other features--newer capabilities--which I think would be cool to have.

That's a project so big that I'll basically never start it, though... I'll try and get cTab hooked in as you mentioned, though. Thank's for the suggestion :)
TomoKIN 17 Aug, 2023 @ 12:24pm 
@GhostJB have you ever thought about adding cTab compatibility like you have for Ace handheld devices?
nanner 25 Jul, 2023 @ 9:08pm 
I tried Mouse Wheel Up and Mouse Wheel Down
Systamatic 25 Jul, 2023 @ 9:08pm 
Ah alright, now that you've said that I have noticed an improvement since installing it, thank you for making this mod!
GhostJB  [author] 25 Jul, 2023 @ 8:19pm 
@Systamatic in its current state, the fix works to stop you from moving *if you don't want to move*. All it does is check if you are pressing any movement keys half a second after you've raised/lowered your weapon, and if you aren't it forces a non-moving animation state. If you are trying to change directions it doesn't fire because you are still holding a movement key (though I have a fix in line for that)

@Knightin What keys are you trying to bind the switch optic mode to?
Systamatic 25 Jul, 2023 @ 4:57pm 
I believe I may be doing something wrong? I installed this mod to fix the annoying 1-2 seconds of moving after lowering/raising a weapon but even though the option is on I'm still experiencing the bug?
nanner 25 Jul, 2023 @ 2:37pm 
Interesting. I bound the keys to switch optics, but I can't get the optics mode to change.
GhostJB  [author] 18 Jul, 2023 @ 3:32pm 
@_mickey_ Arma off the top of my head, I think I can imagine a way of correcting the (toggle) ADS-Sprinting issue. Maybe a couple of ways.

Regarding the issue of not being able to crouch while swapping to the launcher... I'd have to look through the available animations, but I believe the reason why you can crouch/stand while swapping from primary to pistol and back, but not to a launcher, is because Arma has animations for the crouch-rifle-to-pistol transition. Likely I could force a fix, but it would probably look pretty ugly. I'll look into it, though
_mickey_ 18 Jul, 2023 @ 1:30pm 
@GhostJB Another feature that annoys me for 10 years.

If the player presses the right mouse button and enters the scope zoom, and then starts sprinting, then he automatically exits the optics and runs, but if he stops, then he returns back to the optical mode. F****ck!

This can be highly undesirable because, after sprinting, the player can face a closer enemy without the need for optics.
I would dream to be able to have optical mode canceled automatically after a sprint!
Can this be implemented in this mod?
_mickey_ 18 Jul, 2023 @ 1:29pm 
@GhostJB Hi!

I like the direction of your thoughts. One of the features of Arma3 that pisses me off is the fact that when you switch to the launcher, the accompanying body position commands become less responsive than if you were with your primary weapon.

Here's my example: You pressed the switch button from primary weapon to the launcher and the animation started, but at that moment you need to crouch in Crouch!
You press the Crouch button, but the character will not react until the animation of switching to the launcher ends!
Note that when switching to a primary weapon (for example, from a pistol to a corabine), this is not the case!

My question is - is there a way around this?
The player should start crouching/laying down the first time the button is pressed, even when the animation of switching weapons from primary to launcher has not completed.
GhostJB  [author] 17 Jul, 2023 @ 10:53pm 
@Flytzi Ah! Thank you! This is what I get for being an infantryman. I always forget about vehicles and stuff :D I'll see what I can do to add the same functionality for when in a vehicle
Duke.For.Hire 17 Jul, 2023 @ 2:00pm 
Hey, I think thats a great idea to modernize the keybinds.I hope to see it grow :) Also I found out, that the keybind for reloading, doesn't apply for turret guns. Would be great if you add that :)
GhostJB  [author] 17 Jul, 2023 @ 1:16pm 
@LukasstaCZ I haven't experienced this issue yet myself, and I don't think that MCC is doing anything that could break ACE Interaction.. Did ACE Interaction break just by having MCC loaded, or is it possibly a conflicting keybind?
LukasstaCZ 17 Jul, 2023 @ 12:46pm 
This mod is nice but it broke ACE interaction menu for me. I wasn't able to bring it up.
Bolt ⚡ 16 Jul, 2023 @ 8:47am 
Oh, thanks for the clarification!
GhostJB  [author] 16 Jul, 2023 @ 12:17am 
@Bolt This mod does not provide support for controllers (gamepads) for Arma. It is a collection of keybinds that are intended to bring the gameplay feel of Arma more in line with more recent military FPS games
Bolt ⚡ 15 Jul, 2023 @ 7:29pm 
This adding in reforger style of controller support?
Illu 14 Jul, 2023 @ 2:34am 
Oh, also, this mod includes a fix for that bug which locks you walking/running in a direction for 1-2 seconds if you lower or raise your weapon while moving. So, if you don't think Arma needs even more complicated controls, you should at least check out this mod for that.

holy shit thank you
Illu 14 Jul, 2023 @ 2:32am 
ff
Axle 13 Jul, 2023 @ 11:14am 
Ohh, That makes sense now. When lowering, I tried changing directions. Yeah, I see what the fix is now.
GhostJB  [author] 13 Jul, 2023 @ 10:42am 
Another thing to consider on the fix, and this is mostly just a limitation of my own time invested on it so far: currently it checks for ANY movement input, and ONLY stops the animation if there is NO input. If you try changes directions (from left to forwards, for example) it will read that as input and not step in, and you would still be stuck moving to the left until the animation was complete

I'll look into making this more sensitive to changing direction inputs, but it's not a high-priority task at the moment. I hope I've helped fix the bug with the fix?
GhostJB  [author] 13 Jul, 2023 @ 10:20am 
I'll clean that up. I think it's a leftover from another project that I didn't want to get rid of entirely.

Also, the weapon lower bug fix checks to see whether you are still giving a controller input for movement keys roughly 0.5 seconds after you lower the weapon. If you aren't, it stops you. If you are still inputting it won't do anything.

I've been considering having it do a couple of checks across that 2 second period, so that might fix it for you?
Axle 13 Jul, 2023 @ 7:15am 
Nice update! I keep getting an error on the menu though "No entry 'bin/config.bin/CfgGesturesMale/States/RHS_GestureReloadAR15.connectForm" .

Also, the bug fix doesn't seem to work for me. After lowering my weapon, I still run for 2 seconds in the direction I was going in. I'm testing this mod by itself with cba.
GhostJB  [author] 11 Jul, 2023 @ 9:40pm 
Thanks. Yeah, I was a dumb-dumb. I didn't clean up after a last-minute change in naming convention, and I also forgot to change the required addons. Should have an update pushed this evening to fix all that (and a little more)
Axle 11 Jul, 2023 @ 8:41pm 
Error: Addon 'gjb_mcc' requires addon 'ace_microdagr' and Include file GJB_mcc_core\script_component.hpp not found
GhostJB  [author] 11 Jul, 2023 @ 8:13pm 
@Pirox_ oh! That's a good one! I think I know how to handle that one.

@Axle what does the error say? I'll look into this and see what I can do. The mod checks for the presence of ACE for a few features, but it shouldn't actually require ACE. Maybe I goofed somewhere..

@generic That sounds simple on the face of it, but Arma is weird. I know I can handle the tap-toggle/hold functionality (I use it *everywhere in my mods*), I just need to look into how to duplicate the effects of ADS

Thank you all for your suggestions and bug reports! Keep 'em coming! :D
generic 11 Jul, 2023 @ 6:53pm 
This would probably be really hard to impliment but a suggestion i have is for the ability to use hold aim and toggle aim simultaneously (for an example of what I mean Halo MCC has a method where if you hold M2 it will zoom until you release, or simply click it and it is toggle zoom, so you can use both hold and toggle aim at the same time)
Axle 11 Jul, 2023 @ 3:35pm 
Wait so does this require ace or not? I keep getting an error when I launch the game without ace. I really only want that bug fix and the switch optics function.
Pirox_ 11 Jul, 2023 @ 9:13am 
Split firemode and grenade launcher?
GhostJB  [author] 11 Jul, 2023 @ 5:58am 
Client-side mod, has basically no functions for a server. Still needs MP testing, but the failure condition is expected to be minor (some animation desync around the effected actions between local and remote systems). All features *should* work on the client's side, regardless of if it's MP or not
nanner 11 Jul, 2023 @ 4:45am 
Yes. I can't imagine it not being client side only.
nanner 11 Jul, 2023 @ 4:45am 
I love you.
Gearfield 11 Jul, 2023 @ 1:37am 
Can this be run on the client only?