[Paid] [Standalone] MFPD - Tackle - Realistic and Synced Animation.

MFPD-Tackle

A robust, server-synced tackling system for FiveM

Overview

MFPD-Tackle adds a reliable and network-safe tackling mechanic that allows players to tackle both NPCs and other players.

The system is synchronized, protected against spam and desync, and designed to behave consistently.

The resource supports both animation-based tackles and a lightweight ragdoll-only mode, configurable via config.lua.


Core Features

Player and NPC Support

  • Tackle players or NPCs directly in front of you.
  • Automatic validation prevents tackling yourself, invalid entities, or players inside vehicles.
  • NPCs receive post-tackle busted animations for added immersion.

Fully Server-Synced

  • Server-side validation ensures:

    • One active tackle per target at a time.
    • Automatic cleanup if a tackle gets stuck or a player disconnects.
  • All tackle actions are broadcast and synchronized correctly for every client.

Optional Tackle Animations

Controlled by:

Config.UseTackleAnim = true

When enabled:

  • A synchronized tackle animation plays for both the takler and the target.

  • The target is attached to the takler during the animation to avoid visual desync.

  • After the animation:

    • Players are ragdolled.
    • NPCs are ragdolled and then play a random busted animation.
  • Weapons are automatically forced to unarmed during the tackle to prevent animation conflicts.

When disabled:

  • No animations are played.
  • Both entities are instantly ragdolled.
  • This mode is extremely lightweight and suitable for servers that prefer simplicity.

Input and Controls

Keybind

The tackle is executed via a keybind defined in config.lua:

Config.TackleKeybind = "" -- Configure to your desire

The keybind is registered using FiveM key mapping and can be rebound by players in the settings menu.


Configuration Options Explained

Config.TackleRange
  • Distance in meters used to detect a valid target in front of the player.
Config.TackleDuration
  • Duration in milliseconds that the tackle animation and attachment phase lasts before detaching and applying ragdoll.
Config.ClientCooldown
  • Cooldown in milliseconds between tackle attempts to prevent spam and input abuse.
Config.UseTackleAnim
  • Enables or disables the full animation-based tackle system.
Config.BustedAnimDict / Config.BustedAnimNames
  • Animation set used only for NPCs after being tackled, randomly selected per NPC.

Stability and Safety Measures

  • Client-side cooldown prevents rapid spam.
  • Server-side target locking prevents multiple players tackling the same target simultaneously.
  • Automatic timeout releases stuck tackles if something goes wrong.
  • Local failsafes restore player control if a sync event never completes.
  • Non-temporary events are blocked during tackles to avoid AI or ambient interruptions.

Preview

Tackle Animation (Config.UseTackleAnim = true)

Notes

  • Busted animations only play when tackling NPCs.
  • When the target is a player, only ragdoll is applied after the animation.

Simple Ragdoll (Config.UseTackleAnim = false)

  • Instant ragdoll.
  • No animations.
  • Extremely lightweight and stable.

Notes and Limitations

  • When Config.UseTackleAnim = true, extreme environmental situations can still cause unexpected results.

    • Examples include tackling near cliffs, stairs, or sharp terrain edges.
  • Ragdoll-only mode is virtually immune to these issues due to its simplicity.


Resource Details

Feature Value
Code accessibility No (Config.lua only)
Subscription-based No
Approximate lines 300+
Requirements None
Support Yes (DMs or comments)

Get MFPD-Tackle here!

https://mfpdscripts.tebex.io/package/6635617

1 Like

What’s the benefit of using this over something like badger’s tackle? Seems to be more or less the same script.

1 Like

First off, just to clarify, I did not even knew about his script nor about him, this resource in specific was an old project of mine, that I re-wrote and made possible to tackle npc/players based on my work.

I’m not competing, just go for whatever fits you best, there’s multiple tackle resources out there, and each one runs and function different, even when it’s slighthly, my resource was made with my passion and my time, I tested playing with multiple players and npcs to see the best outcomes, so yeah, I do not need to compete, just choose the best fit.

About the resmon, it’s low and runs fine, I’m not home right now, but if you also want, I can send some resmon pics. Other than that, thanks for commenting, and I hope you understand my point.

Sure thing, I just wanted to know the pros/cons, I just assumed this had some extra features/upgrades that might be interesting to know about.

1 Like

I did not wanted to sound rude, what I tried to explain is that I kept simple, but functional, overall I can say that the animations used for both tackling npc’s or players had differences in both pre/pos tackle, like busted animation and performance.

I can’t start comparing my resources adding pros/cons as it kinda feels like a competition, in all my resources, I always try list all possible uses, so it has what I’ve showed, included the performance and server-sided animations

Thanks

just bought the script but when I change the keybind its still E to tackle even though I changed it in the config

1 Like

Hey! Sorry, I’ll look into that now and update the resource immediately

Asset updated, also remember to check out and clear your previously bind on FiveM Pause Menu>Configs>Keyboard>MFPD-Tackle.

I’ve provided a fix to the keybind, it will read for updates;

If a player hasn’t changed their tackle keybind manually, the new keybind set in the config.lua will automatically be applied on the next resource restart.