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Можно ли отключить уничтожение стекла при попадании по нему из огнестрельных оружий мода Timeless And Classic Guns

    bloowerham
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    Можно ли отключить уничтожение стекла при попадании по нему из огнестрельных оружий мода Timeless And Classic Guns(А еще установлено LesraisinsAdd, ему тоже надо.)? Также добавлено дополнение для TaC, если точнее, то LesraisinsAdd.
    Не знаю, хоть мод на бронированное стекло скажите. Просто любой способ сделать стекло неубиваемым для оружий.
    Желательно обойтись модами\конфигами/gamerule`ом.
    Версия игры: 1.16.5
    Версии модов:
    TaC 0.3.14.2-1.16.5
    LesraisinsAdd 0.1.4.7

    #1 | 10 января 2025 - 23:15

    Jesterios
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    Олдфаги

    Звание: Бесценный нехолоп

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    Посмотри в конфиге TaC, там должно быть поле
    enableGunGriefing
    , отвечающее за ломание стекла (только это касается и уничтожение блоков от взрыва) - поставь на false

    #2 | 11 января 2025 - 12:21

    bloowerham
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    [common]

    #Properties relating to gameplay
    [common.gameplay]
    #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
    #Enables the safe mode on weapons, false completely nullifies the existence of the safety
    safetyExistence = false
    #Optics with 0 fov modification will not affect the players fov at all
    realisticLowPowerFovHandling = false
    #Iron sights fov modification will not affect the players fov at all
    realisticIronSightFovHandling = false
    #Aiming will present a breathing animation, moving the weapon over time, crouch to lower it's effects
    realisticAimedBreathing = false

    #Properties relating to network
    [common.network]
    #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
    --------------------------------------------------------------------------------
    --------------------
    Где?..
    Ну вот еще Client, но там вряд ли будет.
    --------------------------------------------------------------------------------
    ---------------------
    [client]

    #Properties relating to controls
    [client.controls]
    #If true, you need to hold the aim key to aim, false to toggle the aim state by aim key
    holdToAim = true
    #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
    #Press to use a burst fire a gun, if false, burst will become semi shoot
    burstPress = true

    #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 hitting a player
    playerSound = "minecraft:entity.player.hurt"
    #The sound to play when a headshot occurs
    headshotSound = "minecraft:entity.player.attack.crit"
    #If true, a sound will play when you successfully hit an entity with a gun
    playSoundWhenMob = true
    #The sound to play when an entity is shot
    mobSound = "minecraft:entity.player.attack.weak"
    #If true, a sound will play when you successfully hit a critical on a entity with a gun
    playSoundWhenCritical = true
    #If true, a sound will play when you successfully hit a player with a gun
    playSoundWhenPlayer = true
    #Volume of the barrel low speed sound when deafened will play at this volume, before eventually fading to 0.
    #Range: 0.0 ~ 1.0
    barrelVolume = 1.0
    #The sound to play when a critical occurs
    criticalSound = "minecraft:entity.player.attack.crit"

    #Control what can interact with when holding gun in hand.
    [client.rightClickUses]
    #Whether allow crafting table use
    allowCraftingTable = false
    #Whether allow chest use
    allowChests = false
    #Whether allow door use
    allowDoors = false
    #Whether allow lever use
    allowLever = true
    #Whether allow trap door use
    allowTrapDoors = false
    #Whether allow button use
    allowButton = true
    #Whether allow to interact with rest stuffs.
    allowRestUse = false
    #Whether allow fence gates use
    allowFenceGates = false

    #Configuration for display related options
    [client.display]
    #Enable 0 fov multiplied sights (Dot/Holo sights) to render in 2d when aimed like the scopeDoubleRender(false) effect.
    redDotSquishUpdate = false
    #Adjusts the sensitivity of the weapon's delayed sway, depending on mouse / head, movement.
    #Range: -0.4 ~ -0.05
    weaponDelayedSwayMultiplier = -0.1
    #Maximum degrees the weapon's delayed sway can rotate the weapon.
    #Range: 0.5 ~ 10.0
    weaponDelayedSwayMaximum = 3.35
    #If true, the weapon will drag against the aiming point ONLY if an optic is added.
    weaponDelayedSwayYNOptical = false
    #If true, the weapon will drag against the aiming point, false will drag the aiming point on sway.
    weaponDelayedSwayDirection = 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
    #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
    #Enable picture in picture rendering for scopes, saves on some performance and issues with Optifine (Close this now please)
    scopeDoubleRender = 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
    #The custom crosshair to use for weapons. Go to (Options > Controls > Mouse Settings > Crosshair) in game to change this!
    crosshair = "minecraft:default"
    #Choose to see any bullet trails, trails by you or any other player / bot will not appear. Helps with Shader compatability.
    showBulletTrails = true
    #True if you want hitmarkers to appear, both in hipfire and optics when hitting an entity.
    showHitMarkers = true
    #When looking around the weapon sways smoothly in delay with the camera movement. Disable if distracting with scopes.
    weaponDelayedSway = true
    #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 0 fov multiplied sights (Dot/Holo sights) to be viewed realisticly, with the players head static for iron sights, and 1x optics
    sight1xRealisticPostion = false
    #If true, uses the old animation poses for weapons. This is only for nostalgic reasons and not recommended to switch back.
    oldAnimations = false
    #Enable the cameraShakeOnHit option to always take effect, holding a gun or not, keep false for vanilla gameplay to remain vanilla.
    cameraShakeOptionGlobal = false

    #Properties relating to particles
    [client.particle]
    #The maximum duration in ticks before bullet holes will disappear
    #Range: > 0
    bulletHoleLifeMax = 800
    #The minimum duration in ticks before bullet holes will disappear
    #Range: > 0
    bulletHoleLifeMin = 250
    #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 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

    #Configuration for HUD additions
    [client.weaponGui]
    #mainX Position on your HUD.
    #Range: -500.0 ~ 500.0
    mainXLocation = 0.0
    #mainY Position on your HUD.
    #Range: -500.0 ~ 500.0
    mainYLocation = 0.0
    #Show your ammunition as numbers, reloading timer, weapon icon, and fire mode all on the HUD.
    weaponGui = true

    #Configuration for HUD additions
    [client.weaponGui.weaponFireMode]
    #Display the weapon's fire mode on your HUD.
    showWeaponFireMode = true
    #Y Position on your HUD.
    #Range: -500.0 ~ 500.0
    YLocation = 0.0
    #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

    #Configuration for HUD reloading timer bar
    [client.weaponGui.weaponReloadTimer]
    #Size of the weapon ammunition counter on your HUD
    #Range: 0.01 ~ 4.0
    weaponAmmoCounterSize = 1.0
    #Y Position on your HUD.
    #Range: -500.0 ~ 500.0
    YLocation = 0.0
    #Display the amount of ammunition your weapon holds and can hold on your HUD.
    showWeaponAmmoCounter = true
    #X Position on your HUD.
    #Range: -500.0 ~ 500.0
    XLocation = 0.0

    #Configuration for HUD additions
    [client.weaponGui.weaponTypeIcon]
    #Size of the weapon type Icon on your HUD
    #Range: 0.01 ~ 4.0
    weaponIconSize = 1.0
    #Y Position on your HUD.
    #Range: -500.0 ~ 500.0
    YLocation = 0.0
    #X Position on your HUD.
    #Range: -500.0 ~ 500.0
    XLocation = 0.0
    #Display the weapon type Icon on your HUD.
    showWeaponIcon = true

    #Configuration for HUD overheat bar
    [client.weaponGui.weaponOverheatBar]
    #Display the overheat bar of the weapon holds on your HUD.
    showWeaponOverheatBar = true
    #Alpha of the overheat bar on your HUD
    #Range: 0.0 ~ 1.0
    weaponOverheatBarAlpha = 0.7

    #Configuration for HUD additions
    [client.weaponGui.weaponAmmoCounter]
    #Size of the weapon ammunition counter on your HUD
    #Range: 0.01 ~ 4.0
    weaponAmmoCounterSize = 1.0
    #Y Position on your HUD.
    #Range: -500.0 ~ 500.0
    YLocation = 0.0
    #Display the amount of ammunition your weapon holds and can hold on your HUD.
    showWeaponAmmoCounter = true
    #X Position on your HUD.
    #Range: -500.0 ~ 500.0
    XLocation = 0.0

    #3 | 11 января 2025 - 18:58

    bloowerham
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    Тема решена
    Если вдруг у кого-то есть такой же вопрос, то пишу:
    Если у вас старые версии мода, то ищите в Configs\tac-common
    Если новые, как в моем случае, то Saves\*Ваш мир*\ServerConfig\tac-server
    (это будет работать сразу и для TaC, и для LesRaisinsAdd)
    senyaiv, Jesterios нравится это сообщение.

    #4 | 11 января 2025 - 21:45

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