Compatibility
Minecraft: Java Edition
1.12.2
Platforms
Forge
Supported environments
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Details
Licensed CC-BY-SA-4.0
Published last year
Updated last week
Changelog
Since version 2.4.5f, fasterxml-jackson-2.12.x
andjoml-1.10.5
no longer need to be downloaded separately
We have removed the prototype content pack and replaced it with the simplepart pack. Similar to Flan's Simple Parts Pack, it serves as a required prerequisite. We have deleted most of the guns and armor, retaining only the sound effects and aiming overlays to ensure there are no issues.
Due to numerous version updates, I have collapsed the previous update logs.
Version 2.4.4f-fix8
Spoiler
- Fix bullet scattering issue
- Add animations
defaultEmpty
,preReloadEmpty
,reloadFirstEmpty
,reloadSecondEmpty
- New sounds:
weaponIdleEmpty
,weaponPreReloadEmpty
,weaponReloadEmpty
,weaponReloadSecondEmpty
- CustomiNpc can now render Enhance gun
- Fix the issue of incorrect position of guns and blocks after hiding player models in armor
- Add new
Mod_Config
parameterprojectionScale
to adjust the scaling depth of basic type - Adjusting the position of leg armor
- Add Elytra feature to the backpack [can cancel the flight by jump again during flight]
- Add Jet featurethe backpack [take off, hover, and burst during flight]
- Add rendering parameters
shellYawOffset
,shellPitchOffset
,shellForwardOffset
to adjust the ejection position of shells - Add headshot to ohter entities
- New parameters for bullet effect:
fireLevel
,explosionLevel
,explosionBroken
,knockLevel
, andbanShield
shellModel
now follows bullet settings- bullet can change bullettrail
- Encryption server migration
Version 2.4.4f-fix9
Spoiler
- New shellModel function added,
shellModel_ #
will be displayed sequentially during shooting - Add new the parameter
aimSpeedFactor
for stock, which can adjust the aiming speed. Multiplication (The larger the value, the faster the aiming speed) - New sub option adjustment parameters added to the barrel to adjust
flashModel
position
"tcp.suppressor_normal": { "binding": "gunModel", "hidePart": [], "flashModelOffset": { "x": 0.0, "y": 0.0, "z": 0.0 } }
- Add headshot event for bukkit call
- Fix the issue: Losing grenade sound again
- Fix the issue: When the barrel attachment is loaded with a non silencer, the sound heard by other players is still the silenced sound effect
- Fix the issue: Under enhanced weapons, if players hold weapons with different aim speeds, their scope opening speeds will be disrupted by other players' weapons
- Fix the issue: Under enhanced weapons, players changing weapons may cause nearby players in the open mirror state to lose their zoom factor
- New Animation
drawEmpty
andinspectEmpty
, with related sounds:weaponDrawEmpty
andinspectEmpty
- Added animations
fireLast
andpostFireEmpty
for use when only the last bullet is left ShoulderSurfing
compatibility
Version 2.4.4f-fix10
Spoiler
- Update backpack storage logic
- More
ShoulderSurfing
compatibility - Shooting and aiming angle following in ELM(HE) state
- Added new configuration
allowEquipSounds
to control whether guns play default equipment sound effects - Added new configuration
restrictingFireAnimation
、firingReload
to control whetherpostFireEmpty
will be interrupted by fire and reload - Fix the issue: When
CustomiNPC
gives players guns, the ground also drops a portion - Fix the issue: Guns of the same type will be forcibly loaded after
load
execution - Fix the issue: Sound delay caused by network delay
- Fix the issue:
postFireEmpty
will still be interrupted bypreFire
after being triggered - Fix the issue: The sounds of
draw
andinspect
will be played repeatedly - Fix the issue:
defaultEmpty
will be reset todefault
by shot
Version 2.4.5f
New Parameters
accuracyThirdAimFactor
Controls third-person aim scatter when holding the aim buttonantiRecoilFactor
The higher the value, the faster the recoil backtrackantiRecoilStartTime
Start time of the recoil, calculated in milliseconds. The lower the start time, the smaller the recoil
General Global Settings
serverTickVerification
Enable server packet verificationserverShotVerification
Enable server shot verificationcollisionBorderSizeFixNonPlayer
Bullet collision box size
Client Settings
enableBloodParticle
Enable client-side hit particlesgunSmokeCorrectForBSL
Enable gun smoke compatibility with BSL shadersgunFlashEffect
Enable gun flash system
Additional Features
-
Integrated
hidePart
andshowPart
for magazines -
Added drag-and-drop attachment installation method [WIP]
-
Added bullet entity penetration and related settings:
- Gun Attributes:
gunPenetrateSize
Size of the penetrable collision boxgunPenetrationDamageFalloff
Linear damage decay after penetration
- Bullet Attributes:
bulletPenetrateFactor
Bullet penetration influence (multiplicative)
- Gun Attributes:
-
Added bullet block penetration and related settings:
- Gun Attributes:
gunMaxPenetrateBlockResistance
The maximum block explosion resistance that can be penetrated.gunPenetrateBlocksResistance
The maximum continuous penetration resistance.
- Bullet Attributes:
gunPenetrateBlocksDamageFalloffFactor
Bullet penetration influence (multiplicative)- Damage falloff after penetration = Original damage * ((Remaining continuous penetration resistance / Maximum continuous penetration resistance) * Falloff factor).
- Gun Attributes:
-
New animation type:
takedown
/takedownEmpty
(triggered when putting away a weapon)- related sounds effects:
weaponTakedown
/weaponTakedownEmpty
- related sounds effects:
-
dual-wielding weapons
- Added
renderElements
for third-person:player_offhand
Controls the position of offhand weapons
- New rendering parameters:
renderOffhandPart
Controls whether the model is rendered in the offhandthirdHideOffhandPart
Controls hidden models in the offhandthirdShowOffhandPart
Controls displayed models in the offhand
- Added
-
New gun chamber and barrel smoke system
"specialEffect": {
"oldFlashModel": false,
"postSmokeFactor": 1,
"flashModelGroups": [
{
"name": "muzzle_point_1"
}
],
"postSmokeGroups": [
{
"name": "muzzle_point_1"
}
],
"ejectionGroups": [
{
"name": "ejection_point_1",
"throwShellFrame": 38,
"throwShellMaxForce": {
"x": 0,
"y": 0.5,
"z": 0.5
},
"ejectSmoke": true,
"ejectSmokeForce": {
"x": -20,
"y": -1,
"z": 5
}
}
],
"firstPersonShellEjectPos": {
"x": 0,
"y": 0,
"z": -0.2
},
"thirdPersonShellEjectPos": {
"x": 0,
"y": 0,
"z": 0
}
}
Parameter Descriptions
name
Shell and Side smoke will eject form this nodeoldFlashModel
Enable rendering for traditional FlashModel objectspostSmokeFactor
Coefficient for gun muzzle smoke; The larger the value, the more smoke appearsflashModelGroups
Objects in this group will be rendered as FlashModel objectspostSmokeGroups
Objects in this group will become binding points for muzzle smokeejectionGroups
Objects in this group will become binding points for ejection portsfirstPersonShellEjectPos
Realistic first-person shell ejection position (generally best left unchanged)thirdPersonShellEjectPos
Realistic third-person shell ejection position (generally best left unchanged)throwShellFrame
Frame number to throw the shell (requires a separate model namedshellEffect
without any animations)throwShellMaxForce
Maximum force of shell ejectionejectSmoke
Enable ejection smokeejectSmokeForce
Force adjustment for ejection smoke- Add a
shellEffect
object to the model file, which is used for throwing shell - This object cannot have any animation and must be at the world origin
New Window Frame Sequence Parts
"panelLogo": {
"texhead": "he_start/he_start_",
"FPS": 16,
"frameCount": 29
},
"panelReload": {
"texhead": "reload/reload_",
"FPS": 16,
"frameCount": 16
},
"panelAmmo": {
"texhead": "number[0-1000]/number_",
"FPS": 1,
"frameCount": 29
},
"panelSpecialAmmo": {
"0": {
"texhead": "lowammo0/number_",
"FPS": 5,
"frameCount": 7
}
},
"panelInspect": {
"texhead": "he_start/he_start_",
"FPS": 16,
"frameCount": 29
}
- Added
panelModel
to play sequence frames.
Explanation
- Sequence image suffix starts from 0 and counts up to
frameCount
- 1 - When used with
panelAmmo
,frameCount
represents the cycle period. For example, if the current ammo count is 4 andframeCount
is 3, the texture will beassets/modularwarfare/panel/+texhead+1.png
- Specific instances for guns will be updated with the animation pack
Sequence Frame Display
panelLogo
plays during thedraw
animationpanelReload
plays during thepreReload
animationpanelAmmo
plays based on the ammo countpanelSpecialAmmo
plays when a specified ammo count is reachedpanelInspect
plays during the inspection process
Additional Features
- Added
mwf_camera
to handle camera animations. Please use rotations as much as possible since translations in Blender units differ from Minecraft, causing discrepancies - New
fire flash
mechanism - Added
devotionSpeed
to control the acceleration strength for each shot [Tips: Focused Light Machine Gun]
Bug Fixes
- Fixed accessory event for Bukkit
- Fixed third-person weapon position offset caused by sneaking
- Fixed inaccurate side head trajectory and non-following grenade throw position
- Fixed
preReloadEmpty
issue where reload was completed directly - Fixed numerous network bugs and format adjustments (thanks to Komi's efforts)
- Fixed empty magazine rendering error
Removals
- Removed task button compatibility with
CustomNpc
- Removed restriction on gun loot being ground-only
- Removed
DevGui
- Completely removed the original back weapon rendering (reworked and will be updated later)
Overhauls
- Overhauled the rate of fire system [WIP]
- Rewritten the refresh logic for the
mod_config
file
Files
Metadata
Release channel
ReleaseVersion number
2.4.5fLoaders
Game versions
1.12.2Downloads
10695Publication date
July 21, 2024 at 7:28 AMPublisher
SIZStan
Owner