116 lines
5.5 KiB
TOML
116 lines
5.5 KiB
TOML
#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
|
|
|