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Render config
XiaoColorful edited this page Jul 14, 2026
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1 revision
wiki 版本:
0.0.1.0
路径:render
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EnableLaserFadeOut(bool):是否对激光应用淡出效果 -
GunLodRenderDistance(整数):远距离模型显示距离,设为0则始终显示 -
BulletHoleParticleLife(整数):弹孔粒子存在时间(tick) -
BulletHoleParticleFadeThreshold(浮点,0.0~1.0):弹孔粒子渲染淡出阈值 -
CrosshairType(枚举):持枪时的准星样式EMPTYDOT_1-
CIRCLE_1、CIRCLE_2、CIRCLE_3 -
CROSS_1、CROSS_2、CROSS_3、CROSS_4、CROSS_5、CROSS_6 -
LINE_1、LINE_2、LINE_3 -
SQUARE_1、SQUARE_2、SQUARE_3、SQUARE_4、SQUARE_5、SQUARE_6 -
TRIDENT_1、TRIDENT_2
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HitMarketStartPosition(浮点,-1024.0~1024.0):命中标记的起始位置 -
HeadShotDebugHitbox(bool):是否显示爆头判定碰撞箱 -
GunHUDEnable(bool):是否显示枪械HUD -
KillAmountEnable(bool):是否显示击杀数 -
KillAmountDurationSecond(浮点):击杀数显示持续时间(秒) -
TargetRenderDistance(整数):目标最远渲染距离 -
FirstPersonBulletTracerEnable(bool):是否渲染第一人称曳光弹轨迹 -
DisableInteractHudText(bool):禁用屏幕中央的交互HUD文本 -
AutoSelectGunSmithTableFilter(bool):手持枪械/配件/子弹打开改装台时是否自动选择过滤 -
DamageCounterResetTime(整数,≥10):伤害计数器重置时间(毫秒) -
DisableMovementAttributeFov(bool):持枪时禁用移动速度属性对FOV的影响 -
EnableGunLocationInTooltip(bool):启用高级提示框时在提示框中显示枪械位置 -
EnableBlockEntityTranslucent(bool):渲染方块实体时启用半透明
[render]
EnableLaserFadeOut = true
GunLodRenderDistance = 0
BulletHoleParticleLife = 400
BulletHoleParticleFadeThreshold = 0.98
CrosshairType = "DOT_1"
HitMarketStartPosition = 4.0
HeadShotDebugHitbox = false
GunHUDEnable = true
KillAmountEnable = true
KillAmountDurationSecond = 3.0
TargetRenderDistance = 128
FirstPersonBulletTracerEnable = true
DisableInteractHudText = false
AutoSelectGunSmithTableFilter = true
DamageCounterResetTime = 2000
DisableMovementAttributeFov = true
EnableGunLocationInTooltip = true
EnableBlockEntityTranslucent = falsewiki verison:
0.0.1.0
Path: render
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EnableLaserFadeOut(bool): Whether to apply fadeout effect on the laser beam -
GunLodRenderDistance(integer): How far to display the LOD model, 0 means always display -
BulletHoleParticleLife(integer): The existence time of bullet hole particles, in ticks -
BulletHoleParticleFadeThreshold(float, 0.0~1.0): The threshold for fading out when rendering bullet hole particles -
CrosshairType(enum): The crosshair when holding a gunEMPTYDOT_1-
CIRCLE_1,CIRCLE_2,CIRCLE_3 -
CROSS_1,CROSS_2,CROSS_3,CROSS_4,CROSS_5,CROSS_6 -
LINE_1,LINE_2,LINE_3 -
SQUARE_1,SQUARE_2,SQUARE_3,SQUARE_4,SQUARE_5,SQUARE_6 -
TRIDENT_1,TRIDENT_2
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HitMarketStartPosition(float, -1024.0~1024.0): The starting position of the hit marker -
HeadShotDebugHitbox(bool): Whether to display the head shot's hitbox -
GunHUDEnable(bool): Whether to display the gun's HUD -
KillAmountEnable(bool): Whether to display the kill amount -
KillAmountDurationSecond(float): The duration of the kill amount, in seconds -
TargetRenderDistance(integer): The farthest render distance of the target, including minecarts type -
FirstPersonBulletTracerEnable(bool): Whether to render first person bullet trail -
DisableInteractHudText(bool): Disable the interact HUD text in the center of the screen -
AutoSelectGunSmithTableFilter(bool): Whether to automatically select the gun smith table's held item filter -
DamageCounterResetTime(integer, ≥10): Max time the damage counter will reset -
DisableMovementAttributeFov(bool): Disable the FOV effect from the movement speed attribute while holding a gun -
EnableGunLocationInTooltip(bool): Enable the display of the gun location in the tooltip when Advanced Tooltip is enabled -
EnableBlockEntityTranslucent(bool): Enable translucent while rendering block entities
[render]
EnableLaserFadeOut = true
GunLodRenderDistance = 0
BulletHoleParticleLife = 400
BulletHoleParticleFadeThreshold = 0.98
CrosshairType = "DOT_1"
HitMarketStartPosition = 4.0
HeadShotDebugHitbox = false
GunHUDEnable = true
KillAmountEnable = true
KillAmountDurationSecond = 3.0
TargetRenderDistance = 128
FirstPersonBulletTracerEnable = true
DisableInteractHudText = false
AutoSelectGunSmithTableFilter = true
DamageCounterResetTime = 2000
DisableMovementAttributeFov = true
EnableGunLocationInTooltip = true
EnableBlockEntityTranslucent = false🌐 Language / 语言
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