TaCZ: Special Forces

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TaCZ: Special Forces

By uTa4uOwner

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An addon for Timeless and Classics Zero

Modern/Urban
Adventure/Exploration
Base Defense
Shooter
Modern Warfare & Guns
Hostile Mobs
NPCs
Mod Addon
Mod Loaders
Forge
Minecraft

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Available Platforms

Compatibility

Supported Environments

Where It Runs
Client and Server

Must be installed on both the client and the server.

About

Project Details

Type
Mod
License
GNU General Public License v3.0 only
Latest Version
taczsf-1.20.1-1.1.1.jar

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Identifiers

Platform IDs

CurseForge ID
Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

TaCZ: Special Forces

An addon for Timeless and Classics Guns Zero

Adds SWAT agents that will confront the player in various ways depending on the player's actions.

WARNING

TaCZ:SF is still early in development, bugs (ranging from minor to major) are expected, but I do play-test the mod before releasing to minimize their amount. Some features such as different behaviours of agents and different tactics employed during missions are not implemented yet. Most of what is written below is a vision of the finished mod. As of right now the difference between specialties is their starting gear; difference between missions is specialties and their numbers participating in them.

Specialties

  • Commander (Summons the squad. Equipped with an assault rifle and a pistol)
  • Assaulter (Regular dude. Equipped with an assault rifle and a pistol)
  • Grenadier (Wields explosives. Equipped with an explosion causing gun and a shotgun)
  • Bulldozer (Slow and healthy. Equipped with a machinegun and a pistol)
  • Engineer (Can interact with redstone, mines and traps. Equipped with a shotgun and a pistol)
  • Sniper (Very accurate. Equipped with a sniper rifle and a smg)
  • Medic (Heals others. Equipped with a smg and a pistol)
  • Scout (Moves fast and jumps high. Equipped with a shotgun and a pistol)
  • Spy (Can disguise as other mobs (players if in multiplayer). Equipped with a smg and a pistol)

Missions

  • Scouting (Observe player's actions to decide what mission should be started next)
  • Rescue (Rescue entities observed during Scouting)
  • Raid (Take blocks and items from containers observed during Scouting)
  • Siege (Build defensive positions around the player's base and kill on sight)
  • Arrest (Target player's respawn point)
  • Sabotage (Destroy redstone contraptions, rails, place mines etc.)

Customizability

Configs

Most aspects of the mod is configurable through taczsf-common.toml config file located in the usual config folder.

Loot Tables

All guns are packed with their respective ammo into a single loottable (located in data/taczsf/loot_tables/guns). They are then split into 7 loottables by gun type (located in data/taczsf/loot_tables/gun_types). Each agent has a loottable (located in data/taczsf/loot_tanles/spawn_inv) which consists of 2 rolls from gun_types. Additionally, to that they get some rolls from heal_potion and food loottables. Each branch of this loottable tree can be modified with a Datapack. Sadly it is impossible to add-on to a loottable without overriding it. TaCZ:SF implements a simple GlobalLootModifier as a workaround. Example usage can be found in data/taczsf/loot_modifiers/example_add_items.json. Don't forget to add your loot modifier in data/forge/loot_modifiers/global_loot_modifiers.json!

TODO

  • Implement different goals and behaviours for agents depending on their specialty
  • Implement different tactics for agents depending on their mission

TaCZ: Special Forces

An addon for Timeless and Classics Guns Zero

Adds SWAT agents that will confront the player in various ways depending on the player's actions.

WARNING

TaCZ:SF is still early in development, bugs (ranging from minor to major) are expected, but I do play-test the mod before releasing to minimize their amount. Some features such as different behaviours of agents and different tactics employed during missions are not implemented yet. Most of what is written below is a vision of the finished mod. As of right now the difference between specialties is their starting gear; difference between missions is specialties and their numbers participating in them.

Specialties

  • Commander (Summons the squad. Equipped with an assault rifle and a pistol)
  • Assaulter (Regular dude. Equipped with an assault rifle and a pistol)
  • Grenadier (Wields explosives. Equipped with an explosion causing gun and a shotgun)
  • Bulldozer (Slow and healthy. Equipped with a machinegun and a pistol)
  • Engineer (Can interact with redstone, mines and traps. Equipped with a shotgun and a pistol)
  • Sniper (Very accurate. Equipped with a sniper rifle and a smg)
  • Medic (Heals others. Equipped with a smg and a pistol)
  • Scout (Moves fast and jumps high. Equipped with a shotgun and a pistol)
  • Spy (Can disguise as other mobs (players if in multiplayer). Equipped with a smg and a pistol)

Missions

  • Scouting (Observe player's actions to decide what mission should be started next)
  • Rescue (Rescue entities observed during Scouting)
  • Raid (Take blocks and items from containers observed during Scouting)
  • Siege (Build defensive positions around the player's base and kill on sight)
  • Arrest (Target player's respawn point)
  • Sabotage (Destroy redstone contraptions, rails, place mines etc.)

Customizability

Configs

Most aspects of the mod is configurable through taczsf-common.toml config file located in the usual config folder.

Loot Tables

All guns are packed with their respective ammo into a single loottable (located in data/taczsf/loot_tables/guns). They are then split into 7 loottables by gun type (located in data/taczsf/loot_tables/gun_types). Each agent has a loottable (located in data/taczsf/loot_tanles/spawn_inv) which consists of 2 rolls from gun_types. Additionally, to that they get some rolls from heal_potion and food loottables. Each branch of this loottable tree can be modified with a Datapack. Sadly it is impossible to add-on to a loottable without overriding it. TaCZ:SF implements a simple GlobalLootModifier as a workaround. Example usage can be found in data/taczsf/loot_modifiers/example_add_items.json. Don't forget to add your loot modifier in data/forge/loot_modifiers/global_loot_modifiers.json!

TODO

  • Implement different goals and behaviours for agents depending on their specialty
  • Implement different tactics for agents depending on their mission

Screenshots

Gallery

  • 2025-04-12_21.42.32.png
    2025-04-12_21.42.32.png 2025-04-12_21.42.32.png
  • They got me...
    They got me...

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~91,000
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CurseForge
~63,000
Modrinth
~28,000
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