
CodArmor
🛡️CodArmor: Tactical combat overhaul for Forge 1.20.1. Features a modular plate armor system, high-tech recon scans, 10 unique perks including Specialist mode, adrenaline stims, custom 3D models, and a tactical HUD. Optimized for team-based multiplayer...
1.0-RELEASE
Compatibility
Changes
NEW MAJOR UPDATE - v.RELEASE 1.0
❗️Our mods, CodArmor and CodModes, have now been combined and will not work without each other❗️
- 🔗New. CodModes now controls CodArmor during its matches. In Multiplayer (TDM, FFA, CAP) the radar and knockouts are turned off; in Warzone they are on, contracts get marks on the map, and the Scavenger takes its crates from the next safe zone.
- 🔄New. At the end of any match everything goes back to normal: everyone's money is reset to 0, dropped money disappears, crates are restored and contracts respawn on their spawners.
- 🪂New. While a player is in a cutscene or riding the Warzone dragon, their hands are busy: no shooting, reloading, hitting or using items.
NEW MECHANICS
- 🏃New. Call of Duty movement:
- Slide: sprint and press C (or sneak). A burst of speed under a low hitbox, with the camera leaning into it. Jump to cancel it into a jump.
- Tactical sprint: starts with a normal sprint. Faster, with the weapon raised; it lasts a few seconds and recharges while you are not sprinting.
- Mantle and vault: sprint at a ledge up to 2.6 blocks high to climb onto it without pressing anything. Low obstacles (railings, fences, one-block walls) are vaulted at a sprint.
- Ledge hang: in the air facing a wall, you grab a ledge within reach. Jump climbs up, strafing shimmies along, back + jump pushes off.
- Prone: hold the slide key to lie down and crawl.
- Skydive and parachute: a long fall turns into a steerable skydive. Jump opens the parachute; low down it opens by itself. Landing under it causes no fall damage.
- 🚡New. Ziplines: place two Zipline Anchors (on a floor, wall or ceiling) and link them with a Zipline Cable (up to 64 blocks). Right-click anywhere along the cable to grab it. Jump lets go with momentum, sneak drops straight down, and at the end you are set down safely next to the anchor.
- 🩸New. Knockouts (Warzone): downed players crawl on the ground and can be revived by teammates or with a Self-Revive. Teammates see a downed ally through walls, with a coloured icon showing the time left or the revive progress.
- 🎯New. Body hitboxes: your head during a tactical sprint, your legs during a slide and your whole body while prone or downed can now be hit, just like in CoD. TaCZ bullets on these parts count as normal hits, headshots included.
- ⭐New. Kill bonuses under "+150 ELIMINATION": One Shot One Kill, Long Shot (30 m+, +100 for every extra 20 m) and Double / Triple / Multi Kill (next kill within 10 seconds).
- 💰New. On death, half of your money drops where you died and the other half stays with you.
KILLSTREAKS
- ✈️New. Precision Airstrike, Mortar Strike, Bunker Buster and Napalm. The first use opens a zoomed aim view with a reticle, the range and a marker where the strike will land; the second use calls the strike. Sneak or switch items to cancel.
- 🛩️New. Strike jets now fly over the target and drop their ordnance along their path, as real models moving smoothly every frame.
- ⚠️New. Players caught in a strike zone get a CoD-style "WARNING" banner with the strike name.
- 🛰️New. Advanced UAV: use 3 UAVs in a row to see every enemy live on the map, as arrows pointing where they look.
- 🛰️Rework. UAV: every 3 seconds a square wave spreads out from you across the Warzone map (6 times) and shows enemies as red diamonds. The activation sound now plays in your own ears.
- 🔥Rework. Napalm fire and Bunker Buster gas are no longer particle clouds; they are now animated translucent models that fade in and out.
- 📢Rework. Killstreak notifications (UAV, strikes and their warnings) are now shown as a band at the bottom of the screen in the CodModes zone-alert style instead of chat messages.
MODELS & ANIMATIONS
- 🦺New. New Tactical Armor Vest model (plate carrier) and a new item texture.
- 🛡️New. Plate insert animation in first and third person: the weapon goes away, the hand takes a plate from the pouch and pushes it into the vest. You cannot shoot, reload or aim while a plate is going in.
- 🧍New. Third-person animations for every movement action: slide, tactical sprint, mantle, vault, ledge hang, prone, skydive and the wounded crawl of downed players.
- 🪂New. Parachute model: a nine-cell olive-and-tan canopy that unfolds, banks into turns and folds away when cut or landed, with its own sounds and skydive wind.
- 🚡New. Zipline anchor, steel cable and trolley models, plus a first-person arm holding the trolley grip.
- ✈️New. Models for strike jets, mortar shells, bunker buster bombs, napalm fire and gas clouds.
- 🎒New. New item models and textures: Precision Airstrike binoculars, Mortar Strike designator, Bunker Buster tablet, Napalm, Zipline Cable.
- 📜Rework. The contract tablet is now drawn as its own Blockbench model.
- 📦Rework. Supply Crate: 4 new skins (Warzone loot cache, Scavenger, case on a pallet, arctic), and the lid now swings open after looting and closes when the crate resets.
INTERFACE
- 🔫New. TaCZ weapon HUD: the gun's side view with its attachments, the second gun, the magazine and reserve, the gun's name, fire mode and a heat bar, plus reload / low ammo / no ammo prompts at the crosshair.
- 🧭New. Compass at the top of the screen with the bearing, coordinates, and marks for pings, enemies, Scavenger crates and contracts. Every mark shows a small arrow when its target is above or below you.
- 🗺️New. Warzone map marks: Buy Stations, contracts, contract targets (Liquidation area, Scavenger crates, Most Wanted crown) and UAV waves on the CodModes minimap and big map. Middle-click on the big map places a ping on a spot, a contract or a Buy Station.
- 💀New. Kill feed showing the gun of every kill (the TaCZ gun's side view or the item's icon) and squad wipes.
- 🛡️New. Armor hit marker under the crosshair, Warzone 2022 style: a plate pops in on a hit (blue, or orange for Tempered) and cracks and shatters when the armor breaks.
- 🧭New. Damage direction arc around the crosshair and a tint from the screen edges: red for health, blue for plates, orange for Tempered plates.
- 💥New. Screen effects: cracks and a view kick when your armor breaks, red edges and a narrower view on low health, a pulsing red blur when downed.
- ➕New. Score popups to the right of the crosshair ("+150 ELIMINATION"), with bonus lines sliding in underneath.
- 🩹New. Knockout panel for downed players and revivers, with the state icon and a revive progress bar.
- 🔊New. New sounds: squad wipe, enemy ping, player reset, low health, squadmate down and squadmate dead.
- 🖥️Rework. All CodArmor menus (Buy Station, crates, contracts, contract spawner, balance, HUD settings, money drop, perk replacement) are restyled to match CodModes: dark teal panels with a double frame, glowing buttons with CodModes menu sounds, matching input fields.
- 📍Rework. Pings in CoD style: a pin for a spot, a red diamond over an enemy, badges for contracts, Scavenger crates (now yellow with a magnifier) and the Buy Station (green shopping cart), each with the distance and an up/down arrow.
- 📋Rework. Contract cards now have one card per contract (your own, your squad's, the ones on you and every Most Wanted nearby) with the distance to the target and a timer. They stay visible without a vest and move up out of the way of the squad cards.
BUG FIX
-
❗️TaCZ hits on extra body parts now show the hit marker, hit sound and kill marker. -
❗️Strike explosions no longer hurt players through wall edges, corners and thin blocks. -
❗️Strikes no longer destroy terrain or blocks; they still damage players and entities. -
❗️Downed, prone and sliding players no longer pop back up between server updates. -
❗️A player who is hunting someone and is hunted at the same time now keeps both contracts on the HUD.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:qa8QnrDn:ZjQOH8pp"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:qa8QnrDn:ZjQOH8pp"
}
