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
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Server-side validation ensures:
- One active tackle per target at a time.
- Automatic cleanup if a tackle gets stuck or a player disconnects.
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All tackle actions are broadcast and synchronized correctly for every client.
Optional Tackle Animations
Controlled by:
Config.UseTackleAnim = true
When enabled:
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A synchronized tackle animation plays for both the takler and the target.
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The target is attached to the takler during the animation to avoid visual desync.
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After the animation:
- Players are ragdolled.
- NPCs are ragdolled and then play a random busted animation.
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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
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When
Config.UseTackleAnim = true, extreme environmental situations can still cause unexpected results.- Examples include tackling near cliffs, stairs, or sharp terrain edges.
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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) |

