[client] #Control sounds triggered by guns [client.sounds] #Show your ammunition as numbers, reloading timer, weapon icon, and fire mode all on the HUD. #Range: 0.0 ~ 1.0 weaponsVolume = 1.0 #If true, a sound will play when you successfully hit a headshot on a entity with a gun playSoundWhenHeadshot = true #The sound to play when a headshot occurs headshotSound = "minecraft:entity.player.attack.crit" #If true, a sound will play when you successfully hit a critical on a entity with a gun playSoundWhenCritical = true #The sound to play when a critical occurs criticalSound = "minecraft:entity.player.attack.crit" #Configuration for display related options [client.display] #If true, uses the old animation poses for weapons. This is only for nostalgic reasons and not recommended to switch back. oldAnimations = false #The custom crosshair to use for weapons. Go to (Options > Controls > Mouse Settings > Crosshair) in game to change this! crosshair = "minecraft:default" #Show % of your ammo in your gun via a colored durability bar. Set to false to remove bar entirely for more realistic gameplay weaponAmmoBar = false #Scopes are brought closer to the shooter to help fill FOV with a scope view at all times gameplayEnchancedScopeOffset = true #Enable picture in picture rendering for scopes, saves on some performance and issues with Optifine scopeDoubleRender = false #Enable 0 fov multiplied sights (Dot/Holo sights) to render in 2d when aimed like the scopeDoubleRender(false) effect. redDotSquishUpdate = false #Enable 0 fov multiplied sights (Dot/Holo sights) to be viewed realisticly, with the players head static for iron sights, and 1x optics sight1xRealisticPostion = false #Shake camera when hit, 0 = no camera shake when you are hit, while holding a gun, meant to help reduce jarring feel when attempting to aim. #Range: 0 ~ 10 cameraShakeOnHit = 6 #Enable the cameraShakeOnHit option to always take effect, holding a gun or not, keep false for vanilla gameplay to remain vanilla. cameraShakeOptionGlobal = false #Shake camera when firing the weapon, currently in beta but will be expanded on in the future, if it causes vomit, DISABLE, else enjoy! cameraShakeOnFire = true #Attempt to show bullet trails from your own gun, currently ALPHA, doesn't map to the barrel of weapons and maybe distracting. showFirstPersonBulletTrails = true #When looking around the weapon sways smoothly in delay with the camera movement. Disable if distracting with scopes. weaponDelayedSway = true #Maximum degrees the weapon's delayed sway can rotate the weapon. #Range: 0.5 ~ 10.0 weaponDelayedSwayMaximum = 3.35 #Adjusts the sensitivity of the weapon's delayed sway, depending on mouse / head, movement. #Range: -0.4 ~ -0.05 weaponDelayedSwayMultiplier = -0.1 #If true, the weapon will drag against the aiming point, false will drag the aiming point on sway. weaponDelayedSwayDirection = false #If true, the weapon will drag against the aiming point ONLY if an optic is added. weaponDelayedSwayYNOptical = false #Choose to see any bullet trails, trails by you or any other player / bot will not appear. Helps with Shader compatability. showBulletTrails = true #Adjusts the opacity, AKA how see through the bullet trails are seen as, higher values can be seen better indoors or at daytime. #Range: 0.1 ~ 1.0 bulletTrailOpacity = 0.5 #If enabled, when a bullet hits an entity, a cross will be briefly displayed at the center of the screen to indicate that the target has been hit. showHitMarkers = true #Properties relating to particles [client.particle] #The minimum duration in ticks before bullet holes will disappear #Range: > 0 bulletHoleLifeMin = 250 #The maximum duration in ticks before bullet holes will disappear #Range: > 0 bulletHoleLifeMax = 800 #The percentage of the maximum life that must pass before particles begin fading away. 0 makes the particles always fade and 1 removes facing completely #Range: 0.0 ~ 1.0 bulletHoleFadeThreshold = 0.98 #If true, blood will will spawn from entities that are hit from a projectile enableBlood = false #Properties relating to controls [client.controls] #A value to multiple the mouse sensitivity by when aiming down weapon sights. Go to (Options > Controls > Mouse Settings > ADS Sensitivity) in game to change this! #Range: 0.0 ~ 2.0 aimDownSightSensitivity = 1.0 #If true, you need to hold the aim key to aim, false to toggle the aim state by aim key holdToAim = true #Press to use a burst fire a gun, if false, burst will become semi shoot burstPress = true #Properties relating to improving graphical performance (Currently unsupported, do not attempt to change these settings until announcements are made about these features!) [client.quality] #If enabled all main weapons will be unloaded and replaced with lower quality and legacy models, not all guns maybe replaced with this mode! reducedQualityHotBar = true #WARNING ALPHA!... If enabled the DR of scopes will use a new rendering method, this has some ability to work with shaders, however unlikely, best performance is found in vanilla. RESTART REQUIRED worldRerenderPiPAlpha = false #Configuration for HUD additions [client.weaponGui] #Show your ammunition as numbers, reloading timer, weapon icon, and fire mode all on the HUD. weaponGui = true #Configuration for HUD additions [client.weaponGui.weaponTypeIcon] #Display the weapon type Icon on your HUD. showWeaponIcon = true #Size of the weapon type Icon on your HUD #Range: 0.01 ~ 4.0 weaponIconSize = 1.0 #X Position on your HUD. #Range: -500.0 ~ 500.0 XLocation = 0.0 #Y Position on your HUD. #Range: -500.0 ~ 500.0 YLocation = 0.0 #Configuration for HUD additions [client.weaponGui.weaponFireMode] #Display the weapon's fire mode on your HUD. showWeaponFireMode = true #Size of the weapon's fire mode on your HUD #Range: 0.01 ~ 4.0 weaponFireModeSize = 1.0 #X Position on your HUD. #Range: -500.0 ~ 500.0 XLocation = 0.0 #Y Position on your HUD. #Range: -500.0 ~ 500.0 YLocation = 0.0 #Configuration for HUD additions [client.weaponGui.weaponAmmoCounter] #Display the amount of ammunition your weapon holds and can hold on your HUD. showWeaponAmmoCounter = true #Size of the weapon ammunition counter on your HUD #Range: 0.01 ~ 4.0 weaponAmmoCounterSize = 1.0 #X Position on your HUD. #Range: -500.0 ~ 500.0 XLocation = 0.0 #Y Position on your HUD. #Range: -500.0 ~ 500.0 YLocation = 0.0 #Configuration for HUD reloading timer bar [client.weaponGui.weaponReloadTimer] #Display the amount of ammunition your weapon holds and can hold on your HUD. showWeaponAmmoCounter = true #Size of the weapon ammunition counter on your HUD #Range: 0.01 ~ 4.0 weaponAmmoCounterSize = 1.0 #X Position on your HUD. #Range: -500.0 ~ 500.0 XLocation = 0.0 #Y Position on your HUD. #Range: -500.0 ~ 500.0 YLocation = 0.0 #Control what can interact with when holding gun in hand. [client.rightClickUses] #Whether allow chest use allowChests = false #Whether allow lever use allowLever = true #Whether allow button use allowButton = true #Whether allow door use allowDoors = false #Whether allow trap door use allowTrapDoors = false #Whether allow crafting table use allowCraftingTable = false #Whether allow fence gates use allowFenceGates = false #Whether allow to interact with rest stuffs. allowRestUse = false