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TaCZ: Special Forces
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An addon for Timeless and Classics Zero
Focuses on contemporary settings, including cities, urban infrastructure, and modern lifestyle.
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
Focuses on strategic base fortification and defense against PvE threats. Usually includes traps, turrets, enhanced enemy AI, and automation.
Fast paced gameplay that involves guns, with a focus on combat.
Introduces modern weaponry and combat mechanics.
Adds or enhances hostile creatures and enemies.
Introduces new non-player characters with various roles and behaviors.
Adds extra features or content to an existing mod.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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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
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