Compatibility
Minecraft: Java Edition
1.12.2
Platforms
Supported environments
Creators
Details
Licensed CC-BY-SA-4.0
Published 2 years ago
Updated 10 months ago
Changelog
Since version 2.4.5f, fasterxml-jackson-2.12.xandjoml-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_ConfigparameterprojectionScaleto 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,shellForwardOffsetto adjust the ejection position of shells - Add headshot to ohter entities
- New parameters for bullet effect:
fireLevel,explosionLevel,explosionBroken,knockLevel, andbanShield shellModelnow 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
aimSpeedFactorfor 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
flashModelposition
"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
drawEmptyandinspectEmpty, with related sounds:weaponDrawEmptyandinspectEmpty - Added animations
fireLastandpostFireEmptyfor use when only the last bullet is left ShoulderSurfingcompatibility
Version 2.4.4f-fix10
Spoiler
- Update backpack storage logic
- More
ShoulderSurfingcompatibility - Shooting and aiming angle following in ELM(HE) state
- Added new configuration
allowEquipSoundsto control whether guns play default equipment sound effects - Added new configuration
restrictingFireAnimation、firingReloadto control whetherpostFireEmptywill be interrupted by fire and reload - Fix the issue: When
CustomiNPCgives players guns, the ground also drops a portion - Fix the issue: Guns of the same type will be forcibly loaded after
loadexecution - Fix the issue: Sound delay caused by network delay
- Fix the issue:
postFireEmptywill still be interrupted bypreFireafter being triggered - Fix the issue: The sounds of
drawandinspectwill be played repeatedly - Fix the issue:
defaultEmptywill be reset todefaultby shot
Version 2.4.5f
New Parameters
accuracyThirdAimFactorControls third-person aim scatter when holding the aim buttonantiRecoilFactorThe higher the value, the faster the recoil backtrackantiRecoilStartTimeStart time of the recoil, calculated in milliseconds. The lower the start time, the smaller the recoil
General Global Settings
serverTickVerificationEnable server packet verificationserverShotVerificationEnable server shot verificationcollisionBorderSizeFixNonPlayerBullet collision box size
Client Settings
enableBloodParticleEnable client-side hit particlesgunSmokeCorrectForBSLEnable gun smoke compatibility with BSL shadersgunFlashEffectEnable gun flash system
Additional Features
-
Integrated
hidePartandshowPartfor magazines -
Added drag-and-drop attachment installation method [WIP]
-
Added bullet entity penetration and related settings:
- Gun Attributes:
gunPenetrateSizeSize of the penetrable collision boxgunPenetrationDamageFalloffLinear damage decay after penetration
- Bullet Attributes:
bulletPenetrateFactorBullet penetration influence (multiplicative)
- Gun Attributes:
-
Added bullet block penetration and related settings:
- Gun Attributes:
gunMaxPenetrateBlockResistanceThe maximum block explosion resistance that can be penetrated.gunPenetrateBlocksResistanceThe maximum continuous penetration resistance.
- Bullet Attributes:
gunPenetrateBlocksDamageFalloffFactorBullet 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
renderElementsfor third-person:player_offhandControls the position of offhand weapons
- New rendering parameters:
renderOffhandPartControls whether the model is rendered in the offhandthirdHideOffhandPartControls hidden models in the offhandthirdShowOffhandPartControls 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
nameShell and Side smoke will eject form this nodeoldFlashModelEnable rendering for traditional FlashModel objectspostSmokeFactorCoefficient for gun muzzle smoke; The larger the value, the more smoke appearsflashModelGroupsObjects in this group will be rendered as FlashModel objectspostSmokeGroupsObjects in this group will become binding points for muzzle smokeejectionGroupsObjects in this group will become binding points for ejection portsfirstPersonShellEjectPosRealistic first-person shell ejection position (generally best left unchanged)thirdPersonShellEjectPosRealistic third-person shell ejection position (generally best left unchanged)throwShellFrameFrame number to throw the shell (requires a separate model namedshellEffectwithout any animations)throwShellMaxForceMaximum force of shell ejectionejectSmokeEnable ejection smokeejectSmokeForceForce adjustment for ejection smoke- Add a
shellEffectobject 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
panelModelto play sequence frames.
Explanation
- Sequence image suffix starts from 0 and counts up to
frameCount- 1 - When used with
panelAmmo,frameCountrepresents the cycle period. For example, if the current ammo count is 4 andframeCountis 3, the texture will beassets/modularwarfare/panel/+texhead+1.png - Specific instances for guns will be updated with the animation pack
Sequence Frame Display
panelLogoplays during thedrawanimationpanelReloadplays during thepreReloadanimationpanelAmmoplays based on the ammo countpanelSpecialAmmoplays when a specified ammo count is reachedpanelInspectplays during the inspection process
Additional Features
- Added
mwf_camerato handle camera animations. Please use rotations as much as possible since translations in Blender units differ from Minecraft, causing discrepancies - New
fire flashmechanism - Added
devotionSpeedto 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
preReloadEmptyissue 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_configfile
Files
Metadata
Release channel
ReleaseVersion number
2.4.5fLoaders
Game versions
1.12.2Downloads
14095Publication date
July 21, 2024 at 7:28 AMPublisher
SIZStan
Owner


