CNPC Tacz Fire

Cnpc Tacz Fire
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스크린샷 2026-06-07 133650.png

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Description

CustomNPCs TACZ Fire Addon

Turn CustomNPCs into fully configurable firearm NPCs that fight with real TACZ guns.

CNPC TACZ Fire is a Forge 1.20.1 addon for map makers, server creators, and encounter designers. Enable TACZ Fire NPC Mode on a CustomNPCs NPC, select a real TACZ gun, and configure its combat behavior from an in-game per-NPC editor.

The addon controls TACZ firing, reload state, ammunition, targeting, movement, awareness, weapon switching, equipment pools, combat feedback, and optional grenade use. Only NPCs explicitly configured for TACZ Fire are managed; ordinary CustomNPCs NPCs keep their normal behavior.

Per-NPC Configuration

Use the TACZ NPC Core editor item on a CustomNPCs NPC to open its configuration screen.

The editor provides dedicated pages for:

  • A read-only Overview of the NPC's effective combat setup
  • Fire rate, accuracy, range, and burst behavior
  • General and Advanced stance policies
  • Visual detection, close detection, hearing, and idle behavior
  • Reload rules, virtual ammunition, and ammo-exhaustion fallback
  • TACZ gun and melee weapon selection
  • Random weapon, skin, and armor pools
  • Target entity, faction, and scoreboard-tag rules
  • Alert icons, sounds, speech text, and optional grenades

Long configuration pages include Quick View navigation, contextual help, and NPC previews that display the selected skin model, armor, and weapon together.

Real TACZ Gun Combat

NPCs use actual TACZ gun items instead of simulated projectiles or cosmetic ranged attacks.

  • Native TACZ firing and reload state
  • Native gun RPM or fixed and randomized RPM controls
  • Burst fire and configurable accuracy
  • Maximum engagement range and final line-of-sight checks
  • Native TACZ bullet damage or fixed per-NPC ranged damage
  • TACZ gun stack and magazine-state handling
  • Ranged and melee weapon switching by distance or policy

The final visibility check prevents NPCs from directly shooting through cover. Short combat memory also keeps them from immediately abandoning a living target after a brief loss of sight.

Tactical Movement And Patrols

Create stationary guards, advancing squads, defensive shooters, roaming patrols, and more.

Combat movement includes:

  • Hold, Spread, Compact, Advance, and Retreat tactical modes
  • Hold-position, approach-distance, and retreat-distance engagement rules
  • Move while firing, retreat fire, and keep-distance fire
  • Configurable combat speeds, movement steps, and ally spacing

Idle movement includes:

  • Stationary
  • Area Patrol
  • Return Only
  • Route Patrol with direct coordinate lists or automatic routes
  • Configurable patrol speed and wait time

Patrols use A* navigation, keep valid paths active, route around blocking terrain, resolve nearby standable ground, and skip unreachable waypoints after bounded retries instead of continuously walking into a wall.

Awareness And Hearing

Build guards that react differently depending on distance, direction, sound, and damage.

  • Detection distance and horizontal detection angle
  • Configurable delay before confirmed combat
  • Immediate front-angle reactions
  • Optional Close Detection that ignores the normal angle at short range
  • Idle visual scanning, damage alerts, and last-seen memory
  • Sound investigation modes: Off, Look Only, and Move To Source
  • Separate hearing ranges for TACZ gunshots, TACZ reloads, block breaking, and block placement

Sound detection reacts to explicit player actions. Creative-mode and spectator-mode players do not generate hearing stimuli for managed NPCs, and every hearing range is limited by the NPC's configured detection distance.

Stances And Combat Policies

Choose a simple stance or create a conditional combat role.

  • Idle, Ranged, Melee, Auto, and Auto Hidden
  • Advanced rules based on NPC health, target entity IDs, target factions, or target tags
  • Optional General fallback when an Advanced rule does not match
  • Empty-hand melee support
  • Better Combat melee animation integration when available
  • Weapon-based or fixed melee damage
  • Weapon-based or fixed melee knockback and attack speed

Managed melee attacks follow the selected CNPC TACZ Fire policy instead of being overwritten by CustomNPCs' default melee damage.

Ammo And Reload System

NPC reserve ammunition is managed as addon data, making it suitable for both unlimited guards and resource-based encounters.

  • Infinite or finite Ammo Stock
  • Maximum reserve stock and timed regeneration
  • TACZ-native or custom reload duration
  • Reload movement-speed control
  • Normal reloads when empty
  • Fixed forced reloads after a selected number of successful shots
  • Random forced reload thresholds within a configured range
  • Optional melee or unarmed fallback when loaded and reserve ammo are exhausted
  • Automatic return to the ranged weapon when firearm combat becomes available again

NPCs must not hold TACZ ammo or magazine items in the offhand. Reloads are managed through Ammo Stock, reload state, and the TACZ gun stack state.

Targets And Encounter Rules

Control exactly what each firearm NPC is allowed to attack.

  • Entity registry ID selection
  • Search, checked/unchecked views, entity-type filters, and mod filters
  • Required and rejected scoreboard tags
  • Optional same-faction targeting through required tags
  • Advanced target faction, tag, and entity conditions
  • Import and export of complete NPC combat setup profiles

This supports ordinary hostile guards, faction battles, event-only targets, boss phases, and scripted encounter tags without changing every CustomNPCs NPC in the world.

Weapons, Skins, And Armor Pools

Randomize NPC equipment and appearance when supported initialization events run.

  • Weighted TACZ gun pools
  • Weighted melee weapon pools
  • Weighted skin pools using CustomNPCs texture paths
  • Explicit Steve or Alex model selection for each skin entry
  • Weighted full armor sets using real head, chest, legs, and feet slots
  • Pool rolls for events such as NPC initialization, respawn, clone restore, soul-stone restore, and supported chunk-load flows

CNPC TACZ Fire uses the supplied skin texture without replacing or correcting it.

Combat Feedback And Optional Grenades

Give players readable feedback when an NPC becomes suspicious or enters combat.

  • Visual alert icons
  • Configurable detected-event and shoot-event sounds
  • Optional detected and shoot speech text
  • Sound preview inside the editor
  • Optional grenade selection with item preview
  • Grenade distance, target search radius, health trigger, cooldown, fuse, power, and throw-angle controls

Grenade behavior requires compatible throwable content and remains optional.

Requirements

  • Minecraft 1.20.1
  • Forge 47 or newer
  • TACZ 1.1.8 or newer
  • CustomNPCs for the NPC creation and configuration workflow

Optional integrations:

  • playerAnimator
  • Better Combat
  • Supported throwable mods for grenade behavior

Install CNPC TACZ Fire on both the client and server for normal modded multiplayer use.

Quick Start

  1. Create a CustomNPCs NPC in a test world.
  2. Enter Creative mode and obtain TACZ NPC Core.
  3. Right-click the NPC with the editor item.
  4. Enable TACZ Fire NPC Mode and Enabled.
  5. Select one real TACZ gun in Gun.
  6. Start with Ranged or Auto stance and Ammo Stock: -1.
  7. Save and test against one visible target in an open area.
  8. Add movement, finite ammo, advanced targets, pools, FX, and grenades after the basic firing loop works.

Configuration And Data

The per-NPC GUI is the primary setup path. Global defaults are generated at:

config/cnpc_tacz_fire-common.toml

NPC setup profiles are stored under:

config/cnpc_tacz_fire/target_entities/

Scripts and persistent CustomNPCs data remain available for advanced encounter logic, including combat control, stance, movement, ammo, reload, range, RPM, and TACZ gun queries.

Community

Discord: https://discord.gg/ryvWyRkr4c

Support: https://ko-fi.com/gdochi3014gmailcom

The CNPC Tacz Fire Team

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Create freely, and enjoy the game

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