Config set and mod
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115
config/jeg-client.toml
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115
config/jeg-client.toml
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#If enabled, hides the config button from the backpack screen
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hideConfigButton = false
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#The alignment of the buttons in the backpack inventory screen
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#Allowed Values: LEFT, RIGHT
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buttonAlignment = "RIGHT"
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[client]
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#Control sounds triggered by guns
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[client.sounds]
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#If true, a sound will play when you successfully hit a shot on a entity with a gun
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playHitMarkerSound = true
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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.knockback"
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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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#The maximum distance impact sounds from bullet can be heard
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#Range: 0.0 ~ 32.0
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impactSoundDistance = 32.0
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#If true, the guns will use a different sound when enchanted
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enchantSound = true
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#Configuration for display related options
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[client.display]
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#If true, a note will appear on the Recycler Station GUI, showing the recipe for Gunmetal.
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recyclerNote = true
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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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#If true, bayonets will instead use the Minecraft sword texture.
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vanillaSwordTextures = 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 = "jeg:dynamic"
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#If true, a hit marker will be rendered upon hitting entities
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hitmarker = true
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#The resting size of the Dynamic Crosshair when spread is zero.
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#Range: 0.0 ~ 5.0
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dynamicCrosshairBaseSpread = 1.0
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#The bloom factor of the Dynamic Crosshair when spread increases.
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#Range: 1.0 ~ 1.5
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dynamicCrosshairSpreadMultiplier = 1.0
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#How reactive the Dynamic Crosshair is to shooting.
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#Range: 0.0 ~ 10.0
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dynamicCrosshairReactivity = 2.0
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#The rendering mode used for the Dynamic Crosshair's center dot. At Min Spread will only render the dot when gun spread is stable.
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#Allowed Values: NEVER, AT_MIN_SPREAD, THRESHOLD, ALWAYS
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dynamicCrosshairDotMode = "AT_MIN_SPREAD"
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#If true, the Dynamic Crosshair's center dot will only render while aiming. Obeys dynamicCrosshairDotMode, and has no effect when mode is set to Never.
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onlyRenderDotWhileAiming = true
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#The threshold of spread (including modifiers) below which the Dynamic Crosshair's center dot is rendered. Affects the At Min Spread and Threshold modes only.
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#Range: 0.0 ~ 90.0
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dynamicCrosshairDotThreshold = 0.8
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#If enabled, disables the dopamine rush (Medals).
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hideMedals = false
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#If enabled, renders a HUD element displaying the gun's current ammo and its name.
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showAmmoGUI = true
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#If enabled, renders the classic ammo HUD instead of the JEG one.
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classicAmmoGUI = false
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#Offsets the ammo HUD by the specified X value.
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#Range: -650 ~ 0
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displayAmmoGUIXOffset = 0
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#Offsets the ammo HUD by the specified Y value.
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#Range: -350 ~ 0
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displayAmmoGUIYOffset = 0
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#If enabled, renders a cooldown indicator to make it easier to learn when you fire again.
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cooldownIndicator = true
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#If enabled, the weapon will sway when the player moves their look direction. This does not affect aiming and is only visual.
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weaponSway = true
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#The sensistivity of the visual weapon sway when the player moves their look direciton. The higher the value the more sway.
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#Range: 0.0 ~ 1.0
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swaySensitivity = 0.3
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#The animation to use for sway. Directional follows the camera better while Drag is more immersive
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#Allowed Values: DIRECTIONAL, DRAG
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swayType = "DRAG"
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#If enabled, the camera will roll when strafing while holding a gun. This creates a more immersive feeling.
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cameraRollEffect = true
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#When Camera Roll Effect is enabled, this is the absolute maximum angle the roll on the camera can approach.
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#Range: 0.0 ~ 45.0
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cameraRollAngle = 1.5
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#When enabled, the Camera Roll Effect is only applied when holding a weapon.
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restrictCameraRollToWeapons = true
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#Enables the sprinting animation on weapons for better immersion. This only applies to weapons that support a sprinting animation.
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sprintingAnimation = true
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#The intensity of the custom bobbing animation while holding a gun
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#Range: 0.0 ~ 2.0
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bobbingIntensity = 1.0
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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 = 150
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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 = 200
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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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#The maximum distance impact particles can be seen from the player
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#Range: 0.0 ~ 64.0
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impactParticleDistance = 32.0
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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 ~ 1.0
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aimDownSightSensitivity = 0.75
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#When enabled, switches the shoot and aim controls of weapons. Due to technical reasons, you won't be able to use offhand items if you enable this setting.
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flipControls = false
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