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fasterxml-jackson-2.12.xandjoml-1.10.5 no longer need to be downloaded separatelyDue to numerous version updates, I have collapsed the previous update logs.
defaultEmpty, preReloadEmpty, reloadFirstEmpty, reloadSecondEmptyweaponIdleEmpty, weaponPreReloadEmpty, weaponReloadEmpty, weaponReloadSecondEmptyMod_Config parameter projectionScale to adjust the scaling depth of basic typeshellYawOffset, shellPitchOffset, shellForwardOffset to adjust the ejection position of shellsfireLevel, explosionLevel, explosionBroken, knockLevel, and banShieldshellModel now follows bullet settingsshellModel_ # will be displayed sequentially during shootingaimSpeedFactor for stock, which can adjust the aiming speed. Multiplication (The larger the value, the faster the aiming speed)flashModel position"tcp.suppressor_normal": { "binding": "gunModel", "hidePart": [], "flashModelOffset": { "x": 0.0, "y": 0.0, "z": 0.0 } }
drawEmpty and inspectEmpty, with related sounds: weaponDrawEmpty and inspectEmptyfireLast and postFireEmpty for use when only the last bullet is leftShoulderSurfing compatibilityShoulderSurfing compatibilityallowEquipSounds to control whether guns play default equipment sound effectsrestrictingFireAnimation、firingReload to control whether postFireEmpty will be interrupted by fire and reloadCustomiNPC gives players guns, the ground also drops a portionload executionpostFireEmpty will still be interrupted by preFire after being triggereddraw and inspect will be played repeatedlydefaultEmpty will be reset to default by shotaccuracyThirdAimFactor 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 recoilserverTickVerification Enable server packet verificationserverShotVerification Enable server shot verificationcollisionBorderSizeFixNonPlayer Bullet collision box sizeenableBloodParticle Enable client-side hit particlesgunSmokeCorrectForBSL Enable gun smoke compatibility with BSL shadersgunFlashEffect Enable gun flash systemIntegrated hidePart and showPart for magazines
Added drag-and-drop attachment installation method [WIP]
Added bullet entity penetration and related settings:
gunPenetrateSize Size of the penetrable collision boxgunPenetrationDamageFalloff Linear damage decay after penetrationbulletPenetrateFactor Bullet penetration influence (multiplicative)Added bullet block penetration and related settings:
gunMaxPenetrateBlockResistance The maximum block explosion resistance that can be penetrated.gunPenetrateBlocksResistance The maximum continuous penetration resistance.gunPenetrateBlocksDamageFalloffFactor Bullet penetration influence (multiplicative)New animation type: takedown /takedownEmpty(triggered when putting away a weapon)
weaponTakedown/weaponTakedownEmptydual-wielding weapons
renderElements for third-person:
player_offhand Controls the position of offhand weaponsrenderOffhandPart Controls whether the model is rendered in the offhandthirdHideOffhandPart Controls hidden models in the offhandthirdShowOffhandPart Controls displayed models in the offhandNew 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
}
}
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 named shellEffect without any animations)throwShellMaxForce Maximum force of shell ejectionejectSmoke Enable ejection smokeejectSmokeForce Force adjustment for ejection smokeshellEffect object to the model file, which is used for throwing shell"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
}
panelModel to play sequence frames.frameCount - 1panelAmmo, frameCount represents the cycle period. For example, if the current ammo count is 4 and frameCount is 3, the texture will be assets/modularwarfare/panel/+texhead+1.pngpanelLogo plays during the draw animationpanelReload plays during the preReload animationpanelAmmo plays based on the ammo countpanelSpecialAmmo plays when a specified ammo count is reachedpanelInspect plays during the inspection processmwf_camera to handle camera animations. Please use rotations as much as possible since translations in Blender units differ from Minecraft, causing discrepanciesfire flash mechanismdevotionSpeed to control the acceleration strength for each shot [Tips: Focused Light Machine Gun]preReloadEmpty issue where reload was completed directlyCustomNpcDevGuimod_config file
Guns, Armor, Backpacks, Modification, Better HitBox, More parameters for Attachment.