本篇教程由作者设定未经允许禁止转载。
概述:
Config 文件是一个十分强大的自定义文件,TaC 主要由 tac-client.toml 和 tac-common.toml 两个 Config 文件控制,自定义的内容范围广泛。部分设置可在游戏内找到相应的设置位置,但更多的只能通过修改 Config 文件或者是使用 Configured Mod 在游戏主界面进入 Config 设置。
数据包内容详解:
*. 注意,由于 TaC 版本问题,您所使用的 Config 文件可能会有部分内容与示例不符,请更新至最新版本的 TaC 以获得文件的全部内容,本教程基于 TaC 0.3.8.1 的 Config 文件撰写,在编写此教程的时候该版本尚未公布,因此会存在部分内容缺失。
**. 注意,为了更方便地进行对照,我将完整的 Config 文件直接复制在下面,使用中文括号加粗字体作为注释。
tac-client.toml
[client]
#Control sounds triggered by guns
[client.sounds](声音系统控制)
#Show your ammunition as numbers, reloading timer, weapon icon, and fire mode all on the HUD.
#Range: 0.0 ~ 1.0
weaponsVolume = 1.0(枪械声音的音量大小,包括枪声、换弹声、命中音效)
#If true, a sound will play when you successfully hit a headshot on a entity with a gun
playSoundWhenHeadshot = true(是否开启爆头特殊音效提示)
#The sound to play when a headshot occurs
headshotSound = "minecraft:entity.player.attack.crit"(爆头音效注册,别改)
#If true, a sound will play when you successfully hit a critical on a entity with a gun
playSoundWhenCritical = true(是否开启暴击特殊音效提示)
#The sound to play when a critical occurs
criticalSound = "minecraft:entity.player.attack.crit"(暴击音效注册,别改)
#If true, a sound will play when you successfully hit a player with a gun
playSoundWhenPlayer = true(是否开启命中玩家音效提示)
#The sound to play when hitting a player
playerSound = "minecraft:entity.player.hurt"(命中玩家音效注册,别改)
#If true, a sound will play when you successfully hit an entity with a gun
playSoundWhenMob = true(是否开启命中玩家外实体音效提示)
#The sound to play when an entity is shot
mobSound = "minecraft:entity.player.attack.weak"(命中实体音效注册,别改)
#Configuration for display related options
[client.display](显示系统控制)
#If true, uses the old animation poses for weapons. This is only for nostalgic reasons and not recommended to switch back.
oldAnimations = false(是否使用 TaC 0.2 版本的动画系统(那能叫动画?),一般不推荐开)
#The custom crosshair to use for weapons. Go to (Options > Controls > Mouse Settings > Crosshair) in game to change this!
crosshair = "minecraft:default"(默认 TaC 鼠标类型,可在游戏内「设置→控制→鼠标设置→准星」修改)
#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(是否显示枪械弹药条,注意这个条是显示为耐久度条,而不是右下角的 HUD,一般不需要开)
#Scopes are brought closer to the shooter to help fill FOV with a scope view at all times
gameplayEnchancedScopeOffset = true(如果开启该选项,开镜时瞄具(非机瞄)会离玩家视角更近)
#Enable picture in picture rendering for scopes, saves on some performance and issues with Optifine
scopeDoubleRender = true(是否开启双重渲染,可在游戏内「设置→视频设置→TaC HUD 选项→开启双重渲染」修改,注意,双重渲染不兼容任何光影,请在使用光影时关闭此项)
#Enable 0 fov multiplied sights (Dot/Holo sights) to render in 2d when aimed like the scopeDoubleRender(false) effect.
redDotSquishUpdate = false(目前的高倍镜在关闭了双重渲染后,为了保持镜内视野因此会进行压缩,关闭该项可以降低对于一倍镜的压缩,使其具有更高的厚度)
#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(该项会修改一倍瞄具的 Z 轴位置,按需求调整)
#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(当你拿着枪的时候,你被命中时的画面抖动强度,0 为不抖动,10 为最强)
#Enable the cameraShakeOnHit option to always take effect, holding a gun or not, keep false for vanilla gameplay to remain vanilla.
cameraShakeOptionGlobal = false(如果开启,TaC 对于画面抖动强度的控制将不仅局限于持枪状态,一般不开启(可能导致其他 Mod 出现相机控制问题))
#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(当你开火的时候是否有相机抖动,开启此项可以提高一定的力量感与打击感)
#Attempt to show bullet trails from your own gun, currently ALPHA, doesn't map to the barrel of weapons and maybe distracting.
showFirstPersonBulletTrails = true(在第一人称中显示弹道轨迹,目前 TaC 的弹道轨迹系统尚不完善,因此按需开启即可)
#When looking around the weapon sways smoothly in delay with the camera movement. Disable if distracting with scopes.
weaponDelayedSway = true(当相机移动时,枪械是否具有缓动动画效果,开启此项可提升动画体验,推荐开启)
#Maximum degrees the weapon's delayed sway can rotate the weapon.
#Range: 0.5 ~ 10.0
weaponDelayedSwayMaximum = 3.35(枪械缓动产生的晃动偏移最大值)
#Adjusts the sensitivity of the weapon's delayed sway, depending on mouse / head, movement.
#Range: -0.4 ~ -0.05
weaponDelayedSwayMultiplier = -0.1(枪械缓动晃动时的速度乘数)
#If true, the weapon will drag against the aiming point, false will drag the aiming point on sway.
weaponDelayedSwayDirection = false(是否是武器拖动瞄准点,而非瞄准点带动武器,推荐关闭)
#If true, the weapon will drag against the aiming point ONLY if an optic is added.
weaponDelayedSwayYNOptical = false(只有在添加了瞄具的情况下,武器才会拖动瞄准点)
#Choose to see any bullet trails, trails by you or any other player / bot will not appear. Helps with Shader compatability.
showBulletTrails = true(在全局显示弹道轨迹,使其他人包括你的第三人称可见,目前 TaC 的弹道轨迹系统尚不完善,因此按需开启即可)
#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(调整弹道轨迹的不透明度)
#True if you want hitmarkers to appear, both in hipfire and optics when hitting an entity.
showHitMarkers = true(显示命中反馈)
#Properties relating to particles
[client.particle](子弹系统控制)
#The minimum duration in ticks before bullet holes will disappear
#Range: > 0
bulletHoleLifeMin = 250(弹孔最小持续时间)
#The maximum duration in ticks before bullet holes will disappear
#Range: > 0
bulletHoleLifeMax = 800(弹孔最大持续时间)
#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(在最大持续时间的一定百分比后弹孔开始淡出至消失)
#If true, blood will will spawn from entities that are hit from a projectile
enableBlood = false(是否在命中时播放出血特效)
#Properties relating to controls
[client.controls](控制系统控制)
#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(开镜鼠标灵敏度设置,可在游戏内「设置→控制→鼠标设置→开镜灵敏度」设置)
#Press to use a burst fire a gun, or hold to continue a burst, un-clicking cancels your burst
burstPress = true(是否允许点按进行完整的爆发模式开火,如果关闭,则需要在爆发模式开火期间长按,否则将无法完整的进行一轮爆发射击)
#Properties relating to improving graphical performance (Currently unsupported, do not attempt to change these settings until announcements are made about these features!)
[client.quality](质量系统控制)
#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(是否启用物品栏贴图渲染,别改)
#Configuration for HUD additions
[client.weaponGui](TaC HUD 系统控制,注意,该系统可在游戏内「设置→视频设置→TaC HUD 选项」设置,那里有完整的翻译;因修改会导致奇怪的位置 BUG 出现,因此不建议修改或在游戏里边调边看效果,在这里不进行注释)
#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
tac-common.toml
[common]
#Properties relating to gameplay
[common.gameplay](游戏常规设置)
#If enable, allows guns to shoot out glass
enableGunGriefing = true(是否允许子弹击碎玻璃,怕拆家的可以关闭)
#True if you want glass drop while been broken by shoot
glassDrop = false(当玻璃被子弹破坏时,是否掉落)
#If enable, allows guns to remove blocks on explosions
enableExplosionBreak = false(是否允许爆炸破坏方块,主要适用于 rpg 与手雷)
#The extra amount to expand an entity's bounding box when checking for projectile collision. Setting this value higher will make it easier to hit entities
#Range: 0.0 ~ 1.0
growBoundingBoxAmountV2 = 0.0(是否增加实体的 Hit box 范围,也就是打实体周围的空气是否判定为命中(大幅降低操作难度))
#Enables the check for head shots for players. Projectiles that hit the head of a player will have increased damage.
enableHeadShots = true(是否允许有爆头判定,注意,爆头判定一般不适用于通过 Mod 新增的实体)
#The value to multiply the damage by if projectile hit the players head
#Range: 1.0 ~ 1.7976931348623157E308
headShotDamageMultiplier = 2.0(通用爆头基准倍率,在实际计算中,这个倍率会和枪械数据中的爆头乘数相乘,作为实际爆头倍率)
#The value to multiply the damage by if projectile is a critical hit
#Range: 1.0 ~ 1.7976931348623157E308
criticalDamageMultiplier = 2.0(通用暴击基准倍率,在实际计算中,这个倍率会和枪械数据中的暴击乘数相乘,作为实际暴击倍率)
#If true, projectiles will ignore leaves when checking for collision
ignoreLeaves = true(子弹是否直接穿过树叶)
#If true, projectiles will cause knockback when an entity is hit. By default this is set to true to match the behaviour of Minecraft.
enableKnockback = true(子弹是否能产生击退效果)
#Sets the strength of knockback when shot by a bullet projectile. Knockback must be enabled for this to take effect. If value is equal to zero, knockback will use default minecraft value
#Range: 0.0 ~ 1.0
knockbackStrength = 0.15(子弹击退效果强度)
#If true, improves the accuracy of weapons by considering the ping of the player. This has no affect on singleplayer. This will add a little overhead if enabled.
improvedHitboxes = false(优化延迟补偿,注意,该项因为某种原因目前已被禁用,因此无论开关都没有任何效果)
#Enables the safe mode on weapons, false completely nullifies the existence of the safety
safetyExistence = false(是否存在保险,如果需要更为硬核的游戏体验,结合上篇「datapack 不完全解析」,在枪械数据中加入保险模式并开启此选项;单独开启可能导致出现无法开火的 Bug)
#Optics with 0 fov modification will not affect the players fov at all
realisticLowPowerFovHandling = false(是否取消一倍镜的 Fov 缩放,一般不建议开)
#Iron sights fov modification will not affect the players fov at all
realisticIronSightFovHandling = false(是否取消机瞄的 Fov 缩放,一般不建议开)
#Aiming will present a breathing animation, moving the weapon over time, crouch to lower it's effects
realisticAimedBreathing = false(启用老版本的呼吸抖动,新版本已经使用了更好的呼吸抖动表现,因此不建议开)
#Bullets completely ignore Minecraft armor, forcing you to use our armor system.
bulletsIgnoreStandardArmor = true(子弹是否允许无视原版护甲系统,开启此项以设置无视的百分比)
#The percent of the damage ignore the armor, 0 = Minecraft armor effectiveness doesn't change, 1 = Minecraft armor never effects bullet damage.
#Range: 0.0 ~ 1.0
percentDamageIgnoresStandardArmor = 0.5(子弹无视护甲的百分比,在实际计算中,这个百分比会和枪械数据中的无视护甲乘数相乘,作为无视护甲百分比(100% 为完全无视护甲))
#Enable rendering of TaC armor on the player, useful if other armors are taking priority, doesn't fit gameplay theme, or not performant enough.
renderTaCArmor = true(是否渲染 TaC 护甲模型)
#All weapons have a percentage of damage applied, no matter the class match up, false means blunt damage is never applied before armor calc.
armorBluntDamage = true(TaC 护甲是否会被穿透,如果关闭,则 TaC 护甲永远先消耗装甲血量再对玩家造成伤害)
#Force camera shake on for all players, since control over the weapon is reduced with this off, having a client only options could lead to balance issues.
forceCameraShakeOnFire = false(是否强制开启所有玩家的镜头开火抖动,因为这个选项会对压枪产生影响。这是一个服务器端的选项,无法通过客户端修改)
#If enable, explosion will cause fire
explosionCauseFire = false(TaC 产生的爆炸是否会引燃方块)
#If enable, Fire Starter will cause fire
fireStarterCauseFire = false(纵火狂附魔是否会引燃方块(无论开关都会有引燃实体的效果))
#True if you don't want pack up the item on your left hand, this option will keep the item but unable to use it and stop render it.
bannedDrop = true(如果允许,副手的物品将不再被收回背包或者丢弃,而是保持在副手栏位)
#Properties relating to network
[common.network](多人常规设置)
#The distance players need to be within to be able to track new projectiles trails. Higher values means you can see projectiles from that start from further away.
#Range: 1.0 ~ 1.7976931348623157E308
projectileTrackingRange = 200.0(玩家需要在多近的范围内才可以看见子弹轨迹)
#Properties relating to mob aggression
[common.aggro_mobs](激怒怪物常规设置)
#If true, nearby mobs are angered and/or scared by the firing of guns.
enabled = true(近距离的生物是否会被枪声激怒或吓跑(如果有激怒效果,如末影人;或者是被攻击会逃离的动物))
#If true, in addition to causing peaceful mobs to panic, firing a gun will also cause nearby hostile mobs to target the shooter.
angerHostileMobs = true(是否允许仇恨范围外的怪物,因为身边的怪被射击而将仇恨设置为射手)
#Any mobs within a sphere of this radius will aggro on the shooter of an unsilenced gun.
#Range: 0.0 ~ 1.7976931348623157E308
unsilencedRange = 20.0(开火激怒的范围,使用消音器以大幅缩减这个范围)
#Any mobs of defined will not aggro on shooters
exemptMobs = [](不会被枪声激怒的生物名单)
#Properties relating to missiles
[common.missiles](火箭常规控制)
#The max distance which the explosion is effective to
#Range: 0.0 ~ 1.7976931348623157E308
explosionRadius = 5.0(火箭基准爆炸范围(实际应该是该值的 2 倍),在 MC 的爆炸物系统中,爆炸范围直接影响爆炸威力)
#Properties relating to grenades
[common.grenades](手雷常规控制)
#The max distance which the explosion is effective to
#Range: 0.0 ~ 1.7976931348623157E308
explosionRadius = 5.0(手雷基准爆炸范围,在 MC 的爆炸物系统中,爆炸范围直接影响爆炸威力)
#Properties relating to stun grenades
[common.stun_grenades](闪光弹常规控制,注意,该系统暂时没有启用,因此不进行翻译)
#Blinding properties of stun grenades
[common.stun_grenades.blind]
#If true, hostile mobs will be unable to target entities while they are blinded by a stun grenade.
blindMobs = true
[common.stun_grenades.blind.effect_criteria]
#Grenade must be no more than this many meters away to have an effect.
#Range: 0.0 ~ 1.7976931348623157E308
radius = 15.0
#Effect will have this duration (in ticks) if the grenade is directly at the player's eyes while looking directly at it.
#Range: > 0
durationMax = 220
#Effect will have this duration (in ticks) if the grenade is the maximum distance from the player's eyes while looking directly at it.
#Range: > 0
durationMin = 10
#Angle between the eye/looking direction and the eye/grenade direction must be no more than half this many degrees to have an effect.
#Range: 0.0 ~ 360.0
angleEffect = 170.0
#After duration is attenuated by distance, it will be further attenuated depending on the angle (in degrees) between the eye/looking direction and the eye/grenade direction. This is done by multiplying it by 1 (no attenuation) if the angle is 0; and by this value if the angle is the maximum within the angle of effect.
#Range: 0.0 ~ 1.0
angleAttenuationMax = 0.75
#If true, the effect is only applied if the line between the eyes and the grenade does not intersect any non-liquid blocks with an opacity greater than 0.
raytraceOpaqueBlocks = true
#Deafening properties of stun grenades
[common.stun_grenades.deafen]
#If true, peaceful mobs will panic upon being deafened by a stun grenade.
panicMobs = true
[common.stun_grenades.deafen.effect_criteria]
#Grenade must be no more than this many meters away to have an effect.
#Range: 0.0 ~ 1.7976931348623157E308
radius = 15.0
#Effect will have this duration (in ticks) if the grenade is directly at the player's eyes while looking directly at it.
#Range: > 0
durationMax = 280
#Effect will have this duration (in ticks) if the grenade is the maximum distance from the player's eyes while looking directly at it.
#Range: > 0
durationMin = 100
#Angle between the eye/looking direction and the eye/grenade direction must be no more than half this many degrees to have an effect.
#Range: 0.0 ~ 360.0
angleEffect = 360.0
#After duration is attenuated by distance, it will be further attenuated depending on the angle (in degrees) between the eye/looking direction and the eye/grenade direction. This is done by multiplying it by 1 (no attenuation) if the angle is 0; and by this value if the angle is the maximum within the angle of effect.
#Range: 0.0 ~ 1.0
angleAttenuationMax = 0.75
#If true, the effect is only applied if the line between the eyes and the grenade does not intersect any non-liquid blocks with an opacity greater than 0.
raytraceOpaqueBlocks = false
#Properties relating to projectile spread
[common.projectile_spread](扩散系统控制)
#Weapon grows more inaccurate depending if the player is in motion (Forward, Strafing, Jumping)
movementInaccuracy = true(移动时是否增加腰射扩散)
#Development
[common.development](开发系统控制,一般不建议修改,常规玩家不会用到,不进行注释)
#If enabled any crosshair will continue to render on aim.
permanentCrosshair = false
#If enabled, /tdev will both be registered (Upon restart), and function! Used as well to speed up tag checks
enableTDev = false
#Directory to build all TaC sub-directories, these will contain export data from /tdev functions
tDevPath = ""
#Wether the shooters bullets can harm the shooter, great for testing armor and onhit effects with the development gun
bulletSelfHarm = false