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Dochi`s Warfare

This is Dochi’s Warfare, a mod that provides extensive customization options for building FPS maps and creating servers.
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cnpc_tacz_fire-0.1.9.jar

File namecnpc_tacz_fire-0.1.9.jar
Uploader
great_dochigreat_dochi
Uploaded
Jul 5, 2026
Downloads
298
Size
508.3 KB
Mod Loaders
Forge
File ID
8373608
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:dochis-warfare-1553237:8373608")

Learn more about Curse Maven

What's new

0.1.9 Changelog

Added

  • Added Russian language support.
  • Added idle firearm pose selection: Low Ready or Aim Ready for stationary idle NPCs.
  • Added patrol wait time setting in ticks for area patrol and route patrol.
  • Added event sound playback modes:
  • Target: plays directly to the detected/targeted player.
  • At NPC: plays from the NPC position with a configurable range.

Changed

  • Improved idle patrol behavior so NPCs face their movement direction while patrolling.
  • Changed idle visual scanning so circular/idle scan behavior only affects NPCs while they are standing still and guarding.
  • Improved patrol and return movement speed to better match the configured CustomNPCs-style walk speed.
  • Improved walking animation speed sync so movement animations better match the configured movement speed.
  • Reduced unnecessary console output by removing temporary/debug spam from melee signals, weapon switching, managed state requests, idle combat, alert icons, and combat phase diagnostics.

Fixed

  • Fixed cases where NPCs could fail to detect a target standing almost right next to them because of detect angle checks.
  • Fixed patrol movement sometimes looking like the NPC was being dragged instead of walking normally.
  • Fixed cases where NPCs appeared to slide or moonwalk because movement speed and walking animation speed did not match.
  • Fixed cases where NPCs could keep playing walking animations while barely moving or already stopped.
  • Fixed abnormal head/aim direction behavior during patrol movement.
  • Fixed cases where NPCs could rush forward at extreme speed after being hit or entering alert movement.

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