#If enabled, hides the config button from the backpack screen hideConfigButton = false #The alignment of the buttons in the backpack inventory screen #Allowed Values: LEFT, RIGHT buttonAlignment = "RIGHT" [client] #Control sounds triggered by guns [client.sounds] #If true, a sound will play when you successfully hit a shot on a entity with a gun playHitMarkerSound = true #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.knockback" #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" #The maximum distance impact sounds from bullet can be heard #Range: 0.0 ~ 32.0 impactSoundDistance = 32.0 #If true, the guns will use a different sound when enchanted enchantSound = true #Configuration for display related options [client.display] #If true, a note will appear on the Recycler Station GUI, showing the recipe for Gunmetal. recyclerNote = true #If true, uses the old animation poses for weapons. This is only for nostalgic reasons and not recommended to switch back. oldAnimations = false #If true, bayonets will instead use the Minecraft sword texture. vanillaSwordTextures = false #The custom crosshair to use for weapons. Go to (Options > Controls > Mouse Settings > Crosshair) in game to change this! crosshair = "jeg:dynamic" #If true, a hit marker will be rendered upon hitting entities hitmarker = true #The resting size of the Dynamic Crosshair when spread is zero. #Range: 0.0 ~ 5.0 dynamicCrosshairBaseSpread = 1.0 #The bloom factor of the Dynamic Crosshair when spread increases. #Range: 1.0 ~ 1.5 dynamicCrosshairSpreadMultiplier = 1.0 #How reactive the Dynamic Crosshair is to shooting. #Range: 0.0 ~ 10.0 dynamicCrosshairReactivity = 2.0 #The rendering mode used for the Dynamic Crosshair's center dot. At Min Spread will only render the dot when gun spread is stable. #Allowed Values: NEVER, AT_MIN_SPREAD, THRESHOLD, ALWAYS dynamicCrosshairDotMode = "AT_MIN_SPREAD" #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. onlyRenderDotWhileAiming = true #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. #Range: 0.0 ~ 90.0 dynamicCrosshairDotThreshold = 0.8 #If enabled, disables the dopamine rush (Medals). hideMedals = false #If enabled, renders a HUD element displaying the gun's current ammo and its name. showAmmoGUI = true #If enabled, renders the classic ammo HUD instead of the JEG one. classicAmmoGUI = false #Offsets the ammo HUD by the specified X value. #Range: -650 ~ 0 displayAmmoGUIXOffset = 0 #Offsets the ammo HUD by the specified Y value. #Range: -350 ~ 0 displayAmmoGUIYOffset = 0 #If enabled, renders a cooldown indicator to make it easier to learn when you fire again. cooldownIndicator = true #If enabled, the weapon will sway when the player moves their look direction. This does not affect aiming and is only visual. weaponSway = true #The sensistivity of the visual weapon sway when the player moves their look direciton. The higher the value the more sway. #Range: 0.0 ~ 1.0 swaySensitivity = 0.3 #The animation to use for sway. Directional follows the camera better while Drag is more immersive #Allowed Values: DIRECTIONAL, DRAG swayType = "DRAG" #If enabled, the camera will roll when strafing while holding a gun. This creates a more immersive feeling. cameraRollEffect = true #When Camera Roll Effect is enabled, this is the absolute maximum angle the roll on the camera can approach. #Range: 0.0 ~ 45.0 cameraRollAngle = 1.5 #When enabled, the Camera Roll Effect is only applied when holding a weapon. restrictCameraRollToWeapons = true #Enables the sprinting animation on weapons for better immersion. This only applies to weapons that support a sprinting animation. sprintingAnimation = true #The intensity of the custom bobbing animation while holding a gun #Range: 0.0 ~ 2.0 bobbingIntensity = 1.0 #Properties relating to particles [client.particle] #The minimum duration in ticks before bullet holes will disappear #Range: > 0 bulletHoleLifeMin = 150 #The maximum duration in ticks before bullet holes will disappear #Range: > 0 bulletHoleLifeMax = 200 #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 #The maximum distance impact particles can be seen from the player #Range: 0.0 ~ 64.0 impactParticleDistance = 32.0 #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 ~ 1.0 aimDownSightSensitivity = 0.75 #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. flipControls = false