promotional bannermobile promotional banner

Dochi`s Warfare

This is Dochi’s Warfare, a mod that provides extensive customization options for building FPS maps and creating servers.
Back to Files

dochi_warfare-0.2.4.jar

File namedochi_warfare-0.2.4.jar
Uploader
great_dochigreat_dochi
Uploaded
Aug 9, 2026
Downloads
155
Size
1.9 MB
Mod Loaders
Forge
File ID
8605767
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:dochis-warfare-1553237:8605767")

Learn more about Curse Maven

What's new

Change Log 0.2.4

Added

  • Multi-Gun Adapter Framework — Managed CustomNPCs NPCs can use TACZ, PointBlank, and SuperbWarfare guns through one DW combat controller. Each adapter exposes the gun's native mechanics without taking ownership of NPC reserve ammunition or animation policy.
  • PointBlank Support — Added optional support for PointBlank 1.11 and 2.1 guns, including native projectiles or hitscan behavior, reload phases, fire sounds, gun rendering, and ammunition state. Multi-pellet hitscan reuses one bounded entity query per shot while preserving pellet-level block rays, headshots, damage modifiers, and distance falloff.
  • SuperbWarfare Gun Support — Added optional support for verified SuperbWarfare 0.8.9 guns on managed NPCs, including native firing, reload, bolt, RPM, fire-mode, projectile, sound, heat, recoil, persistence, models, and attachments.
  • SuperbWarfare Vehicle AI — Creative-mode players can right-click supported vehicles with the DW Npc Core to configure autonomous Stationary, Area Patrol, Return Home, Route Patrol, Advance, Hold Position, and Retreat behavior.
  • Vehicle Movement System — Wheel, track, and ship movement use separate traversal profiles, loaded-chunk path planning, vehicle footprint checks, slope and support rules, turn-radius handling, predictive obstacle checks, home-aware patrol routes, and bounded stuck recovery.
  • Vehicle Target Editor — Select target entity types, required or excluded scoreboard tags, faction behavior, friendly-fire protection, detection radius, horizontal detection angle, reaction delay, close detection, damage alerts, faction defense, target memory, and sound detection.
  • Vehicle Target Priority — Choose Nearest or Custom targeting and weight living targets, surface vehicles, and air vehicles. Server-authoritative scoring also considers retaliation, current-target retention, distance, and the switch gap.
  • Vehicle Weapon Preferences — Configure every native weapon separately with a 0–100 preference, accuracy, target categories, target conditions, native or manual minimum/maximum range, and single, counted, or all-eligible weapon use.
  • Vehicle Ammunition Policies — Use Infinite or Limited ammunition globally or per weapon, with configurable magazine size, reserve rounds, and reload time. DW manages these values without creating physical ammo or magazine items.
  • Minimum-Range Repositioning — Vehicles can move away when the selected reference weapon is too close to fire, including bounded flank attempts and temporary emergency separation while Hold Position is active.
  • Vehicle AI Profiles — Save, load, and reuse vehicle AI configurations as server-side JSON profiles without exporting live entity identity or world-position state.
  • Vehicle Soul Stones — CustomNPCs empty soul stones can capture and redeploy supported passengerless SuperbWarfare vehicles while preserving native vehicle data and DW combat settings.
  • Entity Clone Library — The DW Npc Core can save CustomNPCs NPCs and supported SuperbWarfare vehicles as server-side clone JSON, search the library, and summon sanitized copies into a safe loaded position.
  • Booby Trap Core — Configure password doors, password containers, immediate or delayed explosions, potion effects, launch effects, access rules, trigger lifecycle, and block removal through a dedicated editor and manager.
  • Booby Trap Profiles And Markers — Save reusable trap JSON profiles and view nearby configured traps as server-authoritative outlines and compact markers while holding the core in Creative mode.
  • Optional LRTactical Traps — When LRTactical is installed, traps can launch its native grenade entities with configurable throwable type, fuse, direction, angle, power, count, and block destruction.

Changed

  • Project IdentityCNPC TACZ Fire is now named dochi_warfare. The mod ID, assets, core item names, and new configuration root use the dochi_warfare identity.
  • Legacy Configuration Location — Existing reusable JSON files under config/cnpc_tacz_fire are copied into config/dochi_warfare when needed without overwriting newer files or deleting the recoverable originals.
  • Dependency Requirements — TACZ remains required and is constrained to the supported 1.1.x runtime range. PlayerAnimator is now required for DW's managed NPC animation controller; SuperbWarfare, PointBlank, LRTactical, and Mob Player Animator remain optional integrations.
  • Managed Gun Animations — The 0.2.3 TACZ-only animation path is replaced by DW-owned stance, movement, firing, reload, and transition layers shared by every supported gun adapter. Native gun models, muzzle effects, projectiles, and intrinsic sounds remain unchanged.
  • Reload TimingReload Duration = 0 now uses the operated gun's native empty or tactical reload time. Manual overrides remain available, and reload state continues to use DW ammoStock rather than physical offhand ammunition.
  • Fire Cadence — Fixed and native RPM settings are reconciled with the operated gun's supported rate, and TACZ firing uses finer scheduled-shot timing to reduce visible 50 ms tick quantization at high RPM.
  • Sound Detection — The 0.2.3 hearing paths are unified into one server-authoritative stimulus system for gunshots, reloads, block sounds, entity sounds, and position-only world sounds.
  • Pose Synchronization — Non-combat pose bindings are now persistent authoritative state, synchronize when a player begins tracking an NPC, and apply after combat without replacing the current combat pose.
  • Reload Animation Movement — Reload keeps its upper-body action while the lower body continues the NPC's actual walk, run, or crouch movement instead of using one fixed full-body state.
  • Cover Behavior — Existing cover combat now distinguishes hiding cover from firing-capable cover and can use remembered damage origin, reload state, ammo exhaustion, suppression, or grenade danger. Accepted cover must protect the standing NPC's chest and head.
  • Skin Pools — The existing weighted CustomNPCs skin pool now supports both local texture paths and HTTP/HTTPS URL sources while preserving each entry's weight, Steve/Alex model, overlays, and cape settings.
  • Existing Core Editors — NPC Core, Pose Core, and Mercenary Core screens use the updated DW panel, toolbar, flyout, framed-input, responsive scaling, help, and localization patterns.

Fixed

  • New-Target Awareness Rules — NPCs no longer acquire a silent target behind them merely because they are already fighting. Every newly discovered target must pass the configured range, line-of-sight, and awareness-angle rules unless a valid damage, self-defense, or faction-defense reaction grants awareness.
  • Configuration Save State — Saving changes for the same equipped gun no longer replaces its live stack, loses the loaded-round count, or unnecessarily resets an active reload and weapon-transition signal.
  • Native Cooldown Handling — A gun rejecting a shot because of its own cooldown no longer consumes DW's firing opportunity and create an extra delay before the next valid shot.
  • Reload Facing — Reloading preserves the logical combat target without repeatedly snapping the NPC's view or sending an aiming signal that makes the reload pose track the target.
  • Reload Movement Pose — NPCs no longer lose their walking, running, or crouching lower-body animation while reloading on the move.
  • Pose Editor Binding — Applying a pose now updates the authoritative idle_standing binding instead of only the legacy custom-pose field, so the editor preview and the spawned NPC use the same profile.
  • Pose Flicker And Late Tracking — Custom poses no longer briefly fall back to the default pose when a polling timer expires, and players who begin tracking an NPC receive the complete current pose definition.
  • Hearing Consistency — Survival and Creative players now produce the same investigation stimuli, position-only sounds are no longer ignored, and duplicate managed-gun plus Forge sound events no longer trigger the same reaction twice.
  • Invisible-Damage Cover — NPCs can seek cover from the remembered origin of an unseen hit before a visible combat target exists.
  • Reload Cover Search — Reload cover checks additional reachable candidates and performs a short retry when the first search fails instead of consuming the cover attempt immediately.
  • Visual Quick View Layout — The existing NPC editor's Visual controls, skin editor, 3D preview, and Quick View no longer overlap at the minimum supported window size; the preview is clipped to its own card.

This mod has no additional files