[VTTAS]ViewTrackingTargetAcquisitionSystem

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[VTTAS]ViewTrackingTargetAcquisitionSystem

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This mod adds an MMORPG-style camera-lock targeting system, making it easier to keep enemies in view and stay locked onto their position while dodging attacks

Mod Loaders
Minecraft

About

Description

View Tracking Target Acquisition System

View Tracking Target Acquisition System is an MMORPG-style camera-lock targeting system designed to help players keep enemies in view, follow moving targets, and maintain a stable combat perspective while dodging and repositioning.

Default key controls:

  • G: Toggle targeting mode, or switch the current target when target switching is enabled
  • H: Switch to the next targeting candidate
  • N: Toggle movement compensation, or cycle through compensation levels
  • Hold sneak and press G: Toggle targeting mode
  • Hold sneak and press N: Enable or disable target movement compensation

Once a target is locked, the system smoothly tracks the target every rendered frame. Targets can remain locked even after leaving the player's view, and are automatically released when they die. The system supports both standard Minecraft camera rotation and Shoulder Surfing Reloaded, including synchronized player head rotation.

The targeting system includes target movement and player movement compensation:

  • Predicts target movement using its current velocity
  • Compensates for sideways and vertical target movement
  • Applies reverse-direction compensation when the player moves
  • Supports five configurable compensation levels
  • Ignores normal movement compensation after a detected teleport by default
  • Reduces dynamic angle changes at close range to prevent camera shaking and accidental aiming at the target's feet

Target selection can be extensively configured:

  • Target range and field of view
  • Whether players can be targeted
  • Whether passive mobs can be targeted
  • Whether neutral mobs that are not hostile toward the player or their summons can be targeted
  • Whether the player's own summons and nested OwnerEntity relationships should be rejected
  • Whether Iron's Spells 'n Spellbooks magical summons should be rejected
  • Blocked entity IDs
  • Whitelisted entity IDs
  • Line-of-sight requirements

The system also supports combat-triggered targeting:

  • Automatically lock onto an attacker when the player receives damage from a living source
  • Automatically lock onto a damaged target when the player deals damage
  • Configurable delay before damage-based targeting activates
  • Temporary combat targeting cooldown after manually disabling targeting or switching away from an automatically activated weapon
  • No repeated attack or damage messages while a target is already locked

The lock-on reticle supports multiple display modes:

  • Fixed RGB color mode
  • Health-based color transitions
  • Iron's Spells 'n Spellbooks spell color integration
  • Procedurally rendered reticles and texture-based reticles
  • Distance and collision-box based reticle scaling
  • Fixed-size reticles
  • Configurable reticle offsets, scaling, maximum scale, and minimal style
  • Optional entity glow outlines

Optional integrations include:

  • TACZ: Recognizes tacz:gun, supports automatic targeting, eye-priority aiming, and dedicated vertical aim offsets
  • Iron's Spells 'n Spellbooks: Supports AnimatedStaffItem, magical summon filtering, spell RGB integration, and IMagicSummon ownership checks
  • Goety: Supports DarkWand, DarkStaff, and target persistence inspired by its Targeting Monocle logic
  • Ars Nouveau: Supports spell color integration and related target filtering compatibility
  • Shoulder Surfing Reloaded: Supports synchronized player head rotation and camera tracking in shoulder-surfing mode

All major features can be adjusted through the client configuration file. Optional integrations do not create hard dependencies when their respective mods are not installed.
description_a4b84ae6-c107-4770-a9da-32f1516a124f.png

View Tracking Target Acquisition System 是一个 MMORPG 风格的视角追踪索敌系统,帮助玩家在战斗中持续锁定目标、跟随敌人移动,并在闪避和走位时保持稳定的攻击视角。

系统默认通过快捷键控制:

  • G:切换索敌模式,或在允许时切换当前目标
  • H:切换索敌目标
  • N:切换移动补偿,或调整移动补偿档位
  • 潜行状态下按 G:切换索敌模式
  • 潜行状态下按 N:开启或关闭目标移动补偿

锁定目标后,系统会使用平滑的逐帧视角追踪,使玩家视角持续跟随目标实体。目标离开视角后可以继续保持锁定,目标死亡时自动解除锁定。视角转动支持普通视角和 Shoulder Surfing Reloaded 越肩视角,并会同步玩家头部朝向。

系统包含目标移动补偿和玩家移动补偿:

  • 根据目标移动速度预判目标位置
  • 目标进行侧向或垂直移动时自动进行角度补偿
  • 玩家移动时进行反方向视角修正
  • 支持 1 至 5 档补偿距离
  • 玩家或目标瞬移时默认不会使用普通移动补偿
  • 近距离目标会自动降低动态角度变化,减少贴身战斗时视角晃动和误瞄脚部的问题

索敌目标可以通过配置文件进行详细筛选,包括:

  • 索敌距离和视角范围
  • 是否锁定玩家
  • 是否锁定被动生物
  • 是否锁定未主动仇恨玩家或玩家随从的中立生物
  • 是否排除自己的随从、OwnerEntity 关系实体和 Iron's Spells 'n Spellbooks 魔法随从
  • 黑名单实体 ID
  • 必定允许锁定的白名单实体 ID
  • 是否要求目标处于视线范围内

系统还支持战斗触发索敌:

  • 玩家受到有明确来源的伤害时,可以自动锁定攻击者
  • 玩家对目标造成伤害时,可以自动锁定受伤目标
  • 伤害触发后可以设置延迟时间
  • 手动关闭或武器切换关闭索敌后,会进入攻击/受击索敌冷却时间
  • 已经锁定目标时,不会重复触发攻击或受击提示

系统支持多种锁定框显示模式:

  • 固定 RGB 颜色模式
  • 根据目标生命值改变颜色
  • Iron's Spells 'n Spellbooks 法术颜色联动模式
  • 程序化绘制边框和纹理边框
  • 根据目标碰撞箱大小和距离自动调整边框大小
  • 固定大小模式
  • 可配置边框偏移、缩放倍率、最大放大倍率和简约风格
  • 可选的实体发光边框模式

模组联动包括:

  • TACZ:识别 tacz:gun 枪械,支持自动索敌、眼部优先瞄准和专属垂直偏移
  • Iron's Spells 'n Spellbooks:支持 AnimatedStaffItem、魔法随从判断、法术 RGB 联动和 IMagicSummon 关系筛选
  • Goety:支持 DarkWand、DarkStaff,并参考其寻位眼镜的目标保持逻辑
  • 新生魔艺:支持其相关法术颜色联动和目标筛选兼容
  • Shoulder Surfing Reloaded:支持越肩视角下的玩家头部朝向和相机角度同步

该模组的主要功能均可通过客户端配置文件调整,未安装可选联动模组时不会产生硬依赖。