A.V.A - Alliance of Valiant Arms Guns

A.V.A - Alliance of Valiant Arms Guns

Mod

a mod based on the fps game A.V.A, added Guns and more

Client and server AdventureDecorationEquipmentGame MechanicsMinigame MobsUtilityWorld Generation

16.2k downloads
22 followers
Createda year ago
Updated16 days ago

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Added: -> add an optional command [list] to show existing teamspawn in teamspawn command

Improved: -> Redone all custom bobbing animation -> Tried to add transition animation when switching stances, i.e. run -> walk, walk -> idle...etc -> Removed delayed player movement check (player consider stopped after stop moving for couple ticks) -> Some weapon run hand animations -> Some weapon reload animations -> Some animation code optimization

Fixed: -> Some crash due to incorrect translation argument -> Error when saving some gun item entity -> Setting c4 defused flag locally -> Reload icon rendering conflicts with pickup item rendering and hurt indicator

Improved: -> Lang update, convert most of possible entry to translatable -> Accuracy of soldiers increased to 4x instead of 2x when target is marked by uav -> Completely removed old dimension/worldgen/weather code -> Syncing efficiency (only send changed data) and fixes

Fixed: -> Mob muzzle flame wont go away -> Fixed a lot of language issues -> Fixed an error message when serializing empty itemstack -> Fixed crash on soldiers locating objects -> Sniper scope ads rendering when standing on pickable weapons -> Server crash on startup

Initial 1.20.6 -> Ping button (default middle mouse) is now remappable

Fixed: -> Grenade trail looks kinda laggy -> M4A1 Animation slightly changed -> Projectiles gets deleted in inventory under survival -> A little change to mp7a1 valkyrie

Initial 1.20.5 (Old data will not be carried on! Including: Gun Mastery, Gun Attachments, Gun Stat Modifiers, Ammo in weapons, and Installed Silencer ... etc) -> Added serveral crosshair options -> Re-formate client config

Added: -> Added shake meter on sniper ADS -> Robinson XCR -> M18 Red, II, III

Improved: -> Entities does not block bionocular vision now -> Scaling of G36 model -> Updated to latest NeoForge

Fixed: -> AWM bolt rotated the wrong way -> Projectiles falsely using default item model for enttiy rendering -> Crash upon explosive barrel explode -> Explosive barrel does not dealt damage -> AVA mobs dealing twice as much damage as it should

Added: -> AWM -> AKS-74U -> Redo weapon spread calculation, it is now more appropriate (i.e. fntps with birdshot attachment no longers has extreme low accuracy)

Improved: -> Increased all weapon on floor size -> Some pistol on ground size -> Default preset weapon changes -> Leopard on-hit sound -> Leopards and smart AIs are now forced rendered despite the range -> Remington and FN-TPS can now magnify

Fixed: -> Vanilla hand bobbing no longer works -> Under compeititve mode, if the gamemode is not running there's a chance players dont get new equipments upon respawn -> Leopard has wrong bounding box for raytracing -> Potential fix to smart entity freezing randomly -> All gamemode has 1.5x AIs on EU side despite it is not escort mode

Added: -> AK47 Blitz -> DSR-1

Improved: -> Bullet range attenuation halved -> In escort EU now has 1.5x team size against NRF -> AI now has doubled accuracy when attacking uav captured target

Fixed: -> NRF soldiers moves to but not disarming C4s -> Flashing one player will cause all players in the server flashed

Added: -> RPG Weapon Box block only valid under competitive -> Hardened iron bars, just iron bars but more likely bullet proof, valid under survival -> Additions to complete Escort Mode (UI, other stuff...) -> G36KA1 -> AI now has visibility tolerances where they will remember the last location of target appeared before losing contact (2s) -> New uav mark (jsut purple) under escort mode

Improved: -> Leopard icon on minimap -> AI names now hidden in minimaps -> Damage scaling of AI changed -> Weapon in escort now dispawns after 400 ticks instead of 200 -> Bullets now has a lot more damage attenuation over distance -> Correctly calculated block and entity penetration and damage deductions -> AI dropped weapon will now always have at least half of 3 times of its max capacity as backup -> RPG7 damage decreased -> No longer try to sync data during player respawn as it is no longer required -> Hardness of iron bars and glass are dramatically reduced -> Tolerace for entity hitbox for bullet raytracing increased from 5x to 10x

Fixed: -> M202 and RPG rockets no longer triggers the projectile indicator -> Leopard health not synced to client -> Some issues in escort mode -> Reload is always not completed on client -> Adding from above, weapons like mosing nagant, remmington they reload capacity + 1 times instead although it does not actually consume anything -> Some world data not correctly sent to client -> Cleared animation data for AI dropped weapons

Added: -> Leopard Entities, not for survival but escort mode -> new Plain Smoke entity, to represent the smoke positions and is now consistent between all players in terms of random position offset and random size -> M1 Garand, M1 Garand R-Lab -> RPG-7 -> Smoke now blocks smart AI visions -> Entities now blocks smart AI visions in some way.

Improved: -> Reduced packet amount -> Some changes in gamemode commands -> setMaxPlayer command extracted from all gamemodes -> M202/GM94 damage removed from server config, use datapacks instead. -> Overall AI damage under various difficulty is increased from factor of 0.15/0.2/0.35/0.4 to 0.4/0.5/0.7/1.0 from peaceful to difficult -> Overall AI spread under various difficulty is increased from factor of 2.2/2.1/2.0/1.9 to 1.6/1.3/1.0/0.2 from peaceful to difficult -> Overall AI movement speed under various difficulty is increased from factor of 0.7/0.8/0.9/1.0 to 0.6/0.65/0.7/0.76 from peaceful to difficult, and is also affected by current running gamemode -> M202 rocket no longer has gravity -> Smart AI max attack ranged changed from fixed to variable by the weapon range -> Smart AI now strafes if they have a fixed target -> Some better network transmissions

Fixed: -> Updated to the latest NeoForge -> Some values of cross world were not saved nor synced -> Under competitive mode upon respawn if player is sneaking then they gets permanent doubled movement speed -> M202 rocket no longer has trails -> AI shooting sound does not have variable pitch -> All on-hit particles were not shown -> All weapons now has at least 15% penetration against blocks, for sure. -> Some problem again with ads -> Special weapons not included in AVA Crafting Table -> Entity raytracing ignoring entities they are in upon spawn

Fixed chance of double reload

Added: -> Scar L -> Oan ptional arg "force" to display image command to prevent image from being deferred under competitive mode

Added: -> AIs (melee attackers), will no longer going straight towards their target, instead, they will have a chance going random walking which goes sides ways towards you

Fixed: -> Uninstalling silencer does not have the progress indicator as when installing -> Addressed an issue caused by NeoForge API, entities does not respect their EntityType settings, fixes client bullet logic where bullet holes and trails should now be correctly displayed in right position

Fixed when assigning an ava scoreboard map of unloaded chunks the boundries were not saved

This patch is essential for the new annihilation map, but unrelated for regular players.

Fixed ava scoreboard map old world border constrains

Fixed: -> Vanilla will always show reloading terrain screen upon respawn which kills the loading screen -> Players' infinity resistance presents after game start -> Client are not notified when /ava removeOfflinePlayersFromTeams is executed -> Failed to save player due to null tag key, for parachuted

Remove runs folder Fixed special weapons recipes Magic

Added: -> Now allows multiple teamspawns -> Target selector to the broadcast command -> Server config: Announce the kill tips or not -> /ava removeOfflinePlayersFromTeams command will remove non-existing players from current avascoreboard teams (a & b)

Fixed: -> Delayed recipe manipulation to fix crafting -> Removed image dimension limits -> multiplayer broadcasiting gamemode status always gets overrided by the second -> Draw animation in multiplayer for other players, uses reload time not draw time -> Try to load client class on server when serializing images -> In competitive mode players are no longer permanently marked as "parachuted" -> Radio hotkeys now has higher priority against competitive inventory selection

Fixed entity not spawned on client


Project members

PellucidDice

Owner


Technical information

License
LGPL-3.0-only
Client side
required
Server side
required
Project ID