WeaponMechanics
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  1. Weapon Modules

Melee

Add a bayonet to your gun, or create melee weapons like baseball bats

  Melee:
    Enable_Melee: <true/false>
    Melee_Attachment: <melee weapon name>
    Melee_Range: <maximum melee range>
    Melee_Hit_Delay: <ticks>
    Melee_Miss:
      Mechanics: <Mechanics>
      Melee_Miss_Delay: <ticks>
      Consume_On_Miss: <true/false>

Enable_Melee

Use true if this weapon is a melee weapon, like a knife, a bat, or a lightsaber. Otherwise, use the Melee_Attachment option (for bayonets).

Melee_Attachment

Gives this weapon a non-removable bayonet. For example, if you have a melee weapon called Tactical_Knife, then use:

  Melee:
    Melee_Attachment: Tactical_Knife

Your weapon will now "inherit" the melee properties of the knife.

Melee_Range

How far the melee can hit people from. For best results, I recommend deleting this option altogether, which instead uses Minecraft's built in melee system.

Melee_Hit_Delay

The time in ticks (20 ticks = 1 second) between hits that deal damage.

Melee_Miss

  • Mechanics

    • Mechanics triggered when you miss.

    • Use Mechanics wiki.

  • Melee_Miss_Delay

    • The time in ticks before you can hit again.

  • Consume_On_Miss

    • When set to true, consumes ammo (if configured), durability (if configured), etc.

Last updated 1 year ago

To trigger mechanics on HITS, use from damage.

Mechanics