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Weapon Modifiers
File: tacznpc_behavior.json → combat.weaponModifiers. The same map is allowed inside a loadout's combat section.
{
"combat": {
"weaponModifiers": {
"tacz:minigun": {
"burstShotsPercent":500,
"shotIntervalTicksPercent":25
}
}
}
}These two minigun modifiers are already built in, including for older files without this map. Unspecified other guns use 100% in every field.
Use a TaCZ GunId, not the generic item ID. A minigun and M249 can both use tacz:modern_kinetic_gun as their item while requiring different firing behavior.
| Key | Neutral value | Multiplies |
|---|---|---|
| aimDistancePercent | 100 | NPC ADS threshold |
| baseAimErrorDegreesPercent | 100 | Base angular error |
| accuracyByDistancePercent | 100 | Interpolated curve spread; does not move distance points |
| shotIntervalTicksPercent | 100 | Sampled extra shot delay |
| burstShotsPercent | 100 | Sampled burst count |
| burstPauseTicksPercent | 100 | Sampled burst pause |
100 means x1, 500 means x5, 25 means x0.25. These are percentages of the original, not percentage increases. Accepted values are finite 0–10000, including decimals.
The category/loadout base is resolved and sampled first. A base burst of 1/2/3 with 500% becomes 5/10/15, preserving the original discrete choices. It is not a new uniform range from 5 through 15.
Counts/times round to the nearest integer, halves upward. Bursts keep at least one shot; delays can reach zero. Zero burst percent does not disable firing. Larger scaled results are not clipped to the original base-range maximum.
A loadout replaces only the percentages it supplies; it does not multiply the global percentage a second time:
{
"loadouts": {
"guard": {
"combat": {
"weaponModifiers": {
"tacz:minigun": {
"burstShotsPercent":700
}
}
}
}
}
}The guard gets x7 burst count and inherits the minigun's 25% extra interval. Set those two fields explicitly to 100 to neutralize the built-in minigun behavior. An empty map/object inherits; it does not remove built-ins.
GunId keys must be valid lowercase namespaced resource IDs (at most 256 characters). At most 1024 modifier entries may be supplied in one map. A syntactically valid ID still needs a matching installed gun to have any effect.
Changing a modifier affects future samples; an in-progress burst is not retroactively resized. Switching guns uses the current gun's ID. Percentages do not permanently modify dropped gun stacks or the player's weapons.
Configuration reference for the customized TACZ NPCs Alive build, baseline 2.2.1-hiki.c2me.1. Home · Troubleshooting
- TACZ NPCs Alive : Configuration Wiki
- Getting started
- Configuration map and inheritance
- Configuration recipes
- Behavior and perception
- Offline loot by biome
- Resting, campfires and social space
- Combat: reaction, accuracy and firing patterns
- Administrator commands
- Recruitment and companion orders
- Dialogue profiles and selection rules
- Factions, relations and player reputation
- Friendly-fire prevention and damage protection
- Greetings and contextual replies
- Inventory, interests and item replacement
- Levels, health and accuracy progression
- Loadouts and equipment
- Offline activity and the time wallet
- Autonomous NPC quests
- Player supply requests
- Spawning and structure replacement
- Trading, prices and currency denominations
- Experimental offline travel
- Troubleshooting and migration
- Weapon-specific percentage modifiers