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Quick Time Event Engine [QTEE]

Adds simple quick time events, useful for modpacks

A NeoForge 1.21.1 mod for server-authoritative quick-time events with persistent definitions and a configurable HUD.

Commands

/qte create <id> <type> <inputs> <duration> <success_command> <failure_command> [exclusive_input] [hide_hud] [texture]
/qte edit <id> <type> <inputs> <duration> <success_command> <failure_command> [exclusive_input] [hide_hud] [texture]
/qte play <id>
/qte remove <id>
/qte list
/qte types

create, edit, and remove require operator permission level 2. play must be run by a player. Duration is expressed in seconds and must be between 0.1 and 300.

Commands containing spaces must be quoted. A leading / is optional inside result commands. Both @s and %player% target the player running the QTE.

  • exclusive_input: blocks normal keyboard and mouse handling while the QTE is active. Default: false.
  • hide_hud: temporarily hides the vanilla HUD while keeping the QTE visible. Default: false.
  • texture: optional resource location for a 40×40 QTE image. Both boolean arguments must be provided before it.

Examples

/qte create 1 hold space 2.5 "say @s succeed" "say @s failed" true true
/qte create rune input_sequence "w,a,s,d" 6 "say @s succeed" "say @s failed" true false qte_engine:textures/gui/rune.png
/qte play 1

Inputs accept short names such as space, w, and left_shift, or complete Minecraft identifiers such as key.keyboard.space and key.mouse.left. Mouse aliases include m1, m2, m3, mouse1, mouse2, and mouse3.

Separate multiple inputs with commas. input_sequence, reaction_choice, memory, and rhythm require at least two inputs; every other type accepts exactly one. Single-letter inputs follow the player's keyboard layout.

QTE types

  • observation: press the expected input before time expires.
  • reaction_choice: select the first input from the displayed choices. (WIP)
  • hold: hold the configured input for 60% of the duration.
  • mash: press repeatedly until the target is reached.
  • input_sequence: enter every input in order.
  • balance: press when the moving marker reaches the center.
  • aim: move the cursor into the fixed target, then press the configured input. (WIP)
  • tracking: hold the configured input while following the moving target. (WIP)

Success, failure, and timeout results are validated and executed by the server.

UI textures

The HUD sprites can be replaced through a normal Minecraft resource pack. A ready-to-edit template with PNG and Aseprite sources is available in examples/qte-engine-ui-template.

Custom QTE images use full resource locations such as my_pack:textures/gui/rune.png.

The Quick Time Event Engine [QTEE] Team

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