Files
minecraft_server_zombie/config/tac-client.toml
2024-11-28 17:00:03 +00:00

174 lines
7.5 KiB
TOML

[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