arsenal_of_weapons-1.21.1-0.2.0.jar
Curse Maven Snippet
What's new
0.2.0
A shooting range
- Five pop-up targets: a zombie, a skeleton and a pillager cut from plywood and printed with the mob itself, the army's olive-green E-type silhouette, and a round steel plate. The figures stand on the army's own kind of lifter; the steel plate goes on a floor, a wall or a ceiling. Each takes damage of what the mob would (the steel plate falls to almost anything) and falls back flat; a head shot, or the red spot on a plate, is a critical hit. A redstone signal stands it up again.
- No-shoot targets: a villager and a white hands-up silhouette come up with the rest of a course. Hit one and it drops, and costs 3 points; the run ends when the targets that are to be shot are all down.
- Range Station, one at each firing point: link its targets with a Range Remote (click the station, then each target), press Start and they all come up and the clock runs. Each target down is a point, each head shot a point more; the clock stops when the last one falls, and the station's screen shows the time, the targets down and the head shots.
- Range Scoreboard: a lit board three blocks wide that keeps the best runs of the stations linked to it, each shooter's best once, ranked by points and then by time.
- Paper targets, a bullseye or a man's silhouette: lay a Target Track from the station downrange (under a ceiling, or along the floor), clip a sheet onto the carrier at the station, send it out to the end of the track and shoot it. Call it back and every hole is in it, the size of the round that made it. Take it off to look it over in your hand, holes and all, and hang it on a wall like a painting.
- Moving targets: lay track along the floor beside a pop-up target and sneak-click it to set it moving, slow, steady or fast: it rides back and forth while it stands.
- The army silhouette and the hands-up no-shoot target are as tall as the mob targets now (twice the real E-type's size).
- Three builds of each station: on a stand, a desk for a counter, or a panel on a wall; crafted from one another.
- Send to and Height: sliders on the station's screen set how far down the range the paper target goes and how high it hangs. A lane with only a paper target has no clock, score or Start.
- Course Station and Beam Gates, for courses that are run through: each section's targets come up when the runner crosses its gate's beam. Programmed with the Range Remote: start area, sections in order, each Timed (then missed if still up) or Until down, a gate that starts the timer, and a finish gate the runner has to get through. One time and one score for the whole course.
- The Range Scoreboard keeps the last runs too, newest first, a star by each new best: click it to show the best runs, the last runs, or both in turn.
- `range.targetToughness` in the settings: how much the pop-up targets take before they fall.
Ten new guns
- MP5 (tier II, pistol rounds, automatic), M249 SAW (tier IV, rifle rounds, a hundred-round pack, its own bipod), SCAR-H (tier III, 7.62 NATO), Dragunov SVD (tier IV, 7.62x54R, comes with a scope on its side mount) and AA-12 (tier IV, an automatic shotgun).
- UMP45 (tier II), HK416 (tier III), AWM .338 (tier IV, scope and bipod), RPG-7 (tier IV, a rocket that flies and bursts where it hits) and M320 (tier III, a grenade that arcs).
- Each modelled from photographs of the real one, with its own reload: the M249's box is hung on and its feed cover slapped shut; the RPG-7 is turned and a rocket pushed into its muzzle; the M320's barrel swings out for a fresh grenade.
- Three new calibres in all four kinds: 7.62 NATO, 7.62x54R and .338 Lapua; and RPG rockets and 40mm grenades.
Attachments
- Twenty-two attachments in seven places on a gun: optics, muzzle devices, barrels, grips and a bipod, lights and lasers, bigger magazines, drums and couplers, and a rail kit for guns without rails.
- Made at the Gunsmith's Bench in a new Attachments tab, each at its tier. Fitted at the bench, or anywhere with J; N switches a light or laser on and off, and a light-and-laser round light, laser, both and off.
- What a gun takes is what the real one would. Pistols have their own small set, scaled to them, with a handgun scope for the Desert Eagle and the .44.
- Every drum faces forward. Each gun's bigger magazine is its own size.
Iron sights you can see through
- A rifle's rear sight is a ring with a real hole now, and your eye is where your cheek on the stock puts it: you see the front post and the target through it, not a block. Rebuilt on the AR-15, HK416, SCAR-H, Vector, MP5, UMP45, M249, AA-12, A300, M320 and RPG-7, and every front post is thin.
- Fit an optic and flip-up irons fold out of its way.
Optics you look through
- Aiming through an optic, you look through the optic itself: its reticle is in its glass and moves with the gun. A scope is put to the eye: its real eyepiece round the magnified view, the field darkening toward the rim. A red dot's dot is in its tube; a holographic sight's ring is in its window.
- The optics' lenses are glass now, not solid blue.
Lasers and lights
- A laser leaves the gun as you see it, and moves with it as you walk and turn; the beam is stronger and the dot bright. A light does too: it is a spotlight now, a soft round pool of light that glides with the gun over floors, walls and corners, with a faint beam in the air.
The rest of the old ICBM launchers, and missile defence
- Cruise Launcher: one block that turns to face its target and fires its missile straight at it, low and fast. Fired by its screen, redstone, or a laser designator; a radar gun's reading aims it, height and all.
- Rocket Launcher: carried on the shoulder, it fires tier I and II missiles from your pack straight out where you look. They go off on whatever they meet.
- Radar Station: tracks every missile in the air round it, sounds its siren and gives a redstone signal when one is coming down inside its alarm ring, and calls the defences on its frequency. Its screen shows its scope.
- Anti-Ballistic Missile: hunts other missiles and destroys them in the air (what they carry does not go off). A radar fires the ones on its frequency, one at each incoming missile.
- EMP Tower: charges up and knocks missiles out of the sky, drains machines, or both, out to the radius you set. A radar on its frequency fires it when a missile comes within reach.
Real finishes
- Every gun wears its real finish now, not flat colour: walnut with its grain, a Kalashnikov's red-lacquered wood with its long dark streaks, stippled polymer and rubber, matte anodised aluminium, blued steel with its polishing lines, speckled parkerised steel and brushed stainless.
- The M1911's brown grips and the Beretta's are chequered.
- Attachments, launchers, tools and missiles made of the same materials wear the same finishes.
Inventory
- Guns and attachments are drawn in their slots as themselves, from their own models: sharp at any size of inventory, where their pictures were blurred. A gun shows what is fitted to it.
Looks
- The Ray Gun's sight is a wide chrome hoop with a glowing green bead in it, high over the fin that used to hide it.
- The .44 Magnum's cylinder is bored with six real chambers. The rounds go with the empty cases and the speed loader's go into the empty chambers.
- Guns are drawn half as big again in other players' hands (and your own, from outside): at true size they looked like toys beside Minecraft's stout people. Shots seen from outside start from the bigger gun's muzzle.
- The RPG-7's rocket and its smoke no longer fill your view the moment it leaves.
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