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