cnpc_tacz_fire-0.2.3.jar
Curse Maven Snippet
What's new
Change Log 0.2.3
Added
- CTF Pose Core — Creative-mode players can right-click a Steve/Alex CustomNPCs NPC to open the new pose editor.
- NPC Pose Editor — Adjust the head, body, arms, legs, and TACZ gun position, rotation, and scale with a rotatable, zoomable NPC preview.
- Reusable Pose Profiles — Create, load, save, duplicate, and apply pose profiles, with separate gun offsets for all guns or the NPC's current gun.
- Action Pose Mapping — Assign built-in, inherited, or custom poses to idle, alert, aiming, firing, combat movement, reload, weapon switching, melee, and grenade actions.
- Pose Templates — Start new pose profiles from Low Ready or High Ready instead of building every pose from scratch.
- Easy Build — Configure NPC combat behavior through Beginner, Intermediate, or Expert questionnaires, review the result, and edit every generated setting afterward.
- Built-In Combat Presets — Quickly apply Guard Rifleman, Patroller, Assault, Support Gunner, or Sniper behavior without replacing equipment, targets, appearance, mercenary settings, grenades, or ammo stock.
- Moving-Target Accuracy Ramp — NPC accuracy can gradually improve while tracking a visible moving player within a configurable range.
- Random Burst Length — Set minimum and maximum shots so each configured burst can use a different length.
- Random Reposition Timing — Set minimum and maximum tactical reposition intervals for both General and Advanced combat behavior.
- Post-Fire Watch — NPCs can keep aiming at the last seen area for a configurable time after suppressive fire ends without continuing to shoot.
Changed
- Fire-Rate Settings — Choose one clear mode: TACZ Native, Fixed, or Random Range. Only the settings used by the selected mode are shown.
- Accuracy Settings — Fixed Accuracy is shown when the ramp is disabled, while Ramp Start, Ramp Maximum, Ramp Time, Range, and Minimum Target Speed appear when it is enabled.
- General and Advanced Accuracy — General and Advanced combat behavior now have independent accuracy-ramp settings.
- Non-Combat Weapon Poses — Added TACZ Default and High Ready alongside Low Ready and Aim Ready. Low Ready and High Ready now remain active while standing, patrolling, or returning home.
- Mercenary Command HUD — Follow/Hold, formation, posture, fire control, and Summon/Recall buttons now change according to the selected mercenaries' current state.
- Configuration Topbar — File actions, help tools, Easy Build, Presets, and the TACZ Fire NPC Mode switch are grouped into clearer sections.
- Core Item Names — TACZ NPC Core and Mercenary Core are now named CTF Npc Core and CTF Mercenary Core for consistency with the new CTF Pose Core.
- Existing NPC Settings — Older fire-rate, accuracy, and weapon-pose settings are converted automatically and keep their previous behavior after updating.
Fixed
- Advanced Conditions Without a Target —
AlwaysandHealth BelowAdvanced conditions now activate correctly even when the NPC does not currently have a combat target. - Reversed Accuracy Ramps — Older accuracy ranges saved in reverse order are corrected automatically, and new ranges cannot be saved unless the maximum is higher than the starting accuracy.
- Accuracy Ramp Carryover — Accumulated accuracy no longer carries over when the target or active General/Advanced accuracy profile changes.
- Weapon Pose Movement — Low Ready and High Ready no longer disappear while an NPC is actively patrolling or returning to its position.
- Combat Pose Handoff — Default non-combat ready poses now clear correctly when a target is detected so TACZ aiming, firing, and reloading can take control.
- Pose Setting Layout — The Non-Combat Weapon Pose selector now uses the available panel width, preventing translated labels and selected values from being clipped.
- Mercenary HUD Input — Command buttons remain visually stable while a command is being processed and reject accidental duplicate input.
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