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Aside from being a nuisance, this has no other effect. Splash potions are thrown potions that hit all enemies in a splash radius. These projectiles do not support the Headshot or Damage_Based_On_Flight_Time modules. You can change the color of the splash, and only the splash, by providing a valid splash potion in the Projectile_Subtype node. Note that fireball and witherskull can never be truly accurate, and do not take the Bullet_Spread: nodes very effectively.
Energy is an advanced projectile type that hits all enemies in a specified cuboid region in front the player. Think of it as a giant laser-beam. In the Projectile_Subtype node, you will need to define its size (RADIUS), how far it travels in blocks (RANGE), how many blocks it can pass through before stopping (WALLS) and how many victims it can pass through before stopping (VICTIMS). For WALLS, you can input NONE if you want to turn off wall penetration completely, or you can input ALL if you want the projectile to pass through all blocks in its path.
For VICTIMS, you can simply input 0 if you want the projectile to pass through all victims. This projectile type can be used to mimic melee weapons such as chainsaws, area-of-effect weapons such as flamethrowers and highly-penetrative weapons that can pierce through multiple enemies and/or walls. A value is only necessary if Projectile_Type: is set to grenade, flare, fireball, energy or splash. For grenade and flare - This node represents the of the thrown item-drop. For splash - (Optional) This node represents the of the thrown splash potion.
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This will only change the color of the splash and must be a valid splash potion. For fireball - (Optional) If this node is set to true, then the fireball cannot be deflected. For energy - This node will represent the information required for the weapon to fire an energy-type projectile. Note: Secondary data values are supported.
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Simply separate the primary and secondary value with the tilde symbol (~). For example, if you would like an item to be a Red Wool, you would put Item_Type: 35~14. If Projectile_Type: is set to arrow, arrows will be removed immediately upon impact. After all, nobody likes swimming in arrows, especially if a machine-gun has been customized to fire them. If true, the fired projectile will travel in a straight line and will not be affected by gravity. Affects only snowball, egg and arrow.
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Note: Due to a Minecraft visual bug, slow projectiles using this node may appear to bounce in mid-air, while fast projectiles may appear to curve away from the direction they are being fired at. The in ticks before the projectile is either removed (true) or dragged (false). When a projectile is dragged, its speed is significantly reduced. Removal_Or_Drag_Delay: 4-true will remove the projectile after 4 ticks. Removal_Or_Drag_Delay: 3-false will drastically slow the projectile after 3 ticks.
The speed of the fired projectile(s). Projectiles with a speed exceeding 40 will begin to show signs of path warping due to a visual bug on Minecraft's side. Anything traveling at a speed above 100 would probably enter another dimension. The amount of each bullet will deal. If true, the projectile will appear to be set on fire. Affects only snowball, egg, arrow and splash. Incendiary projectiles will light victims on fire. Provide a that determines how long the victims should stay alight for, given that Enable: is set to true.
Remember, this is not accuracy, this is spread. The closer this value is to 0, the more accurate the fired projectiles will be. Input anything above 10 and the bullet would probably fly out the back of the barrel and hit you in the face. Note: This node supports decimal values, such as 2. Sometimes a firearm's recoil is so great that you can break falls with it. That's what this node is for. If set to true, each time this weapon is fired, the shooter's fall-damage will be cleared. You can now jump off a cliff, fire your gun at the feet just before you hit the ground, and survive the fall.
The played by the projectile. Use this node for beeping grenades and so forth. The played whenever the weapon is fired.
Whether or not sneaking should be taken into account. If set to true, the player will experience no recoil while sneaking, that is, the player will not be pushed backwards (or forwards) by the recoil. The spread of the projectiles fired while sneaking. Note: This node supports decimal values, such as 2. Trivia: In games like Left 4 Dead 2, you cannot aim down the sights of most weapons. In order to improve accuracy, players will need to crouch while shooting. This is exactly what this node is provided for. If set to true, the player must crouch by sneaking before being able to shoot.
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Sneaking while airborne does not count. If enabled, restricts the weapon to a specific rate of fire. It is highly recommended that you use this module with enabled. This is because in Minecraft, holding down right-click allows the player to shoot repeatedly, but holding down left-click does not. The module must be disabled. The node must be removed or set to 1 or 0. The value for must range from 1-16. This is a value ranging from 1-16 that determines how quickly the weapon can shoot, measured in rounds (or shots) per minute.
Note: With Fire_Rate: 16, the weapon will shoot once every. This is twenty shots per second, and is the highest possible rate of fire in Minecraft.
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If enabled, allows multiple shots to be fired with a single pull of the trigger. Note: This module and the module cannot be used together. The amount of shots fired per burst. The between each shot in the burst. Sounds_Shoot_With_No_Ammo:,(. Whether or not ammunition should be taken into account. The of the type of item being used as ammunition. Note: Secondary data values are supported. For example, if you would like the item to be a Pink Dye, you would put Ammo_Item_ID: 351~9. (Optional) The name of the item being used as ammunition. Example: A weapon has Ammo_Item_ID: 264, Ammo_Name_Check: "&eGun Ammo" and Take_Ammo_Per_Shot: true.
On each shot, 1 Diamond with the name &eGun Ammo (where "&e" is the for yellow) will be taken from the shooter's inventory.
Note: Any item that contains the given name will also be accepted. Continuing with the previous example, each shot could also take 1 Diamond with the name Chocolate &eGun Ammo With Cream. Whether or not ammunition should be taken from the shooter's inventory after each shot. Example: A weapon has Ammo_Item_ID: 264 and Take_Ammo_Per_Shot: true. On each shot, 1 Diamond will be taken from the shooter's inventory. If the shooter has no diamonds, the weapon will not be able to be fired. The played as soon as the final piece of ammunition is fired.
In other words, as soon as the player's inventory runs out of the specified ammunition, the sound(s) will be played. The played when a player attempts to shoot a weapon while having no ammunition. Example: A player trying to shoot a weapon while having no ammunition in his inventory will hear this sound. Whether or not reloading should be enabled for this weapon. Q - or the button you use to drop your weapon - will be used to reload. You can drop weapons normally by dragging them out of your inventory.
The /shot reload command can be used to reload the weapon. If set to true, the weapon will be reloaded with the left or right click, depending on whichever mouse button you are using to fire the weapon.
Q, or the button you use to drop your weapon, will not longer be used to reload the weapon and you will be able to drop it normally. The amount of ammo the weapon starts with when it is first spawned. For example, if Reload_Amount is set to 30, and Starting_Amount is set to 15, then the weapon will start off with 15 out of 30 ammo.
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If no value is provided, the weapon will spawn with full ammo. This value essentially determines the magazine capacity of the weapon. In other words, how many bullets can this weapon hold and fire before a reload is required? And how many bullets will be restored to the weapon upon a reload? Example: Consider the AK-47 from Call of Duty 4. It has a magazine size of 30 bullets.
If one were to replicate that weapon, the value of Reload_Amount: would be 30.