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COD Pattern

Дополнение к TaCZ, которое привносит в стрельбу в Minecraft систему рюкзака в стиле Call of Duty, кастомизацию оружия и расширения геймплея в виде командного deathmatch.

Forge
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Forge
Скачиваний на Modrinth
21,9 тыс.
Подписчиков на Modrinth
3
версий
19
Обновлён
7 октября 20267 окт.
Опубликован
в 2026
weapon menu · свайп

Коротко о моде

Работает на Forge
Для Minecraft 1.20.1
Нужен и в игре, и на сервере
Последняя версия — 0.8.8b от 7 октября 2026
Нужен [TaCZ] Timeless and Classics Zero
Лицензия GPL-3.0-or-later — бесплатно
Где нужен
В игреобязателенНа сервереобязателен

Нужен и в игре, и на сервере

Версии игры1.20.1
Оригинал на английскомПоказать перевод

COD Pattern

Release status: Beta. This document covers 0.8.8b. Before upgrading an existing world, back up the world save and the game directory's fpsmatch/ folder. See GUIDE.md for migration steps.

警告:

自版本 0.8.8b 起,新版主模组将地图与规则统一存放于

<世界>/serverconfig/codpattern/maps/

旧数据需手动迁移。升级前请停服备份完整世界存档及游戏目录下的 fpsmatch/;启动后确保相关模式内所有地图均无玩家和进行中的对局,以权限等级 4 执行 /cdp map migrate check,处理报告中的问题后执行 /cdp map migrate confirm,完成后重启服务端或重新进入单人世界。成功迁移的旧文件会被移除,请保留备份和迁移记录,勿随意更改存档路径;迁移仅调整存储位置,不保证旧配置完全兼容。

warning:

Since version 0.8.8b,The main mod now stores maps and rules under

<world>/serverconfig/codpattern/maps/

Legacy data requires manual migration. Before upgrading, stop the server and back up the entire world and the game directory’s fpsmatch/ folder. After starting, ensure all maps in the affected modes are empty and no matches are running. With permission level 4, run /cdp map migrate check, resolve any reported issues, then run /cdp map migrate confirm. Restart the server or reopen the single-player world afterward. Successfully migrated source files are removed, so retain backups and migration records and avoid changing the world’s location. Migration relocates data but does not guarantee compatibility with older configurations.

Overview

COD Pattern is a Forge mod built around TaCZ + an embedded FPSM-compatible core, providing COD-style loadout presets, weapon refit, room management, and team combat.

The main mod independently provides frontline (FTL) and teamdeathmatch (TDM). Zombies is a separate addon: its gameplay implementation is not bundled with the main mod, and the main mod can start without it. When installed, the addon registers its mode with the shared entry points.

Loadouts, weapon filters, room state, map edits, and match phases are validated on the server and synchronized to clients. The mod includes Simplified Chinese, Traditional Chinese, English, and Japanese language resources.

Main Features

Loadout Management and Equipment Distribution

  • Create, clone, rename, delete, and select loadouts, with up to 10 per player.
  • Players receive 3 default loadouts when their loadout data is first initialized.
  • Each loadout stores four equipment categories: primary / secondary / tactical / lethal.
  • Room equipment distribution and respawn supplies use the selected loadout; individual modes can provide their own distribution rules.
  • Administrators can force distribution with /cdp distribute [target]. Omitting the target applies it to all online players.
  • Without LR Tactical, related melee options, throwable candidates, dedicated throwable slots, and default throwable distribution are disabled automatically. With LR installed, throwables remain subject to the server's filter setting.

Weapon Selection, Filtering, and Refit

  • The server validates equipment slots, item IDs, NBT, weapon categories, and blacklists.
  • Primary and secondary weapons support attachment refit. Presets are saved with the loadout in attachmentPreset.
  • Attachment blacklists apply to candidate lists, installed attachment cleanup, and save validation.
  • TaCZ's native refit screen is disabled; use COD Pattern's loadout refit screen instead.
  • Attachment candidates combine attachments held by the player with compatible tacz-addon candidates. The server makes the final installation decision.

Rooms and Match Flow

  • The pause menu provides a room entry for browsing maps, joining rooms, choosing a team, and readying up.
  • FTL/TDM rooms accept joins only during WAITING, with start votes, end votes, and synchronized match phases.
  • FTL and TDM use their respective respawn rules. TDM supports dynamic candidate spawn points and candidate merging.
  • Features include warmup, a pre-game countdown, scores and kill feed, death cam, respawn invincibility, combat regeneration, ally/enemy highlights, world-space enemy health bars, and a results screen.
  • Before a start vote, the room checks that an end point is configured. An unusable destination produces a failure message when the teleport is attempted.
  • Force End restores players and cleans up mode resources. Rooms with unfinished recovery show the corresponding status.

Map Creation and Management

  • The Map Creator Tool selects a region and creates FTL/TDM maps.
  • The Spawn Point Tool shows the point and area layers supported by each mode, with previews, adding, deleting, clearing, and dynamic candidate merging.
  • The Map Management Tool provides filtered lists, dimensions and bounds, status, renaming, end-point settings, Force End, and deletion.
  • Renaming requires an idle map with its recovery completed. It validates names and conflicts, then updates the map identity and storage directory.
  • Deletion first ends the match, restores and removes members and spectators, then archives the map directory and unregisters the map after cleanup. Pending recovery retains the map; its progress, retry, and cancellation are available in Map Management.
  • A map's end point, the global default for future maps, and the command that updates existing maps have separate scopes. Changing the global default does not overwrite existing maps.

Commands and Entry Points

Permission levels below are server command permission levels. In-game map tools require level 2; end-point settings in Map Management also require level 2.

/cdp

CommandPermissionPurpose
/cdp testNo additional restrictionShows a test message to the executing player
/cdp screenNo additional restrictionOpens the executing player's loadout screen
/cdp update2Reloads weapon filters and synchronizes filters and loadout data to online players
/cdp distribute [target]2Forces loadout distribution; omitting the target applies it to all online players
/cdp mode debug room2Shows the executing player's current room
`/cdp mode debug entities `2Inspects entities owned by a room
`/cdp mode debug clear_entities `2Clears entities owned by a room
`/cdp mode debug state `2Inspects mode runtime state; player execution only
`/cdp mode debug areas `2Inspects a map's area layers

`usesmode|map, passed as a quoted argument, for example "frontline|arena". Use double quotes around map names as well, such as "训练场"or"Training Arena"`, to avoid argument parsing errors with non-ASCII characters, spaces, or special characters. Equipment distribution clears and rebuilds the recipient's inventory; spectators are skipped.

/cdp map

CommandPermissionPurpose
/cdp map list [type]2Lists registered modes or maps in a specified mode
`/cdp map delete `2Submits map deletion; recovery and cleanup progress are shown in Map Management
`/cdp map endtp show `3Shows a map's end point; identical names across modes produce an ambiguity message
/cdp map endtp set3Overwrites all supported existing maps' end points with the executor's position, dimension, and horizontal facing
/cdp map migrate check4Inspects legacy storage and lists the migration plan and conflicts
/cdp map migrate confirm4Inspects again and migrates eligible units; restart afterward

endtp set does not set the global default. Use Map Management to configure a default for future maps.

Force End and Map Tools

  • `/roomforceend : Requires permission level 2`; ends a match and restores players while retaining room membership. Map Management also provides this action.
  • codpattern:map_management_tool: Right-click to open Map Management.
  • codpattern:map_creator_tool: Left-click and right-click to select the two corners. Use Ctrl + right-click to open the creation screen, choose a mode, and enter a map name.
  • codpattern:spawn_point_tool: Use Ctrl + right-click to open its settings, then select the map, team, and available point or area layer.
  • Map creation, spawn editing, and area editing use tools; the former commands have been removed. Zombies map deployment uses tools supplied by the addon.

Configuration and Directories

All paths below are relative to the current world directory, not the game directory.

serverconfig/codpattern/backpack_rules/

  • backpack_config.json: Player loadouts, the selected loadout, and slot item data. Attachment presets are stored in each slot's attachmentPreset.
  • weapon_filter.json: Weapon categories, item and attachment blacklists, throwable enablement, and the ammo multiplier.

The main filter fields are primaryWeaponTabs, secondaryWeaponTabs, blockedItemNamespaces, blockedWeaponIds, blockedAttachmentNamespaces, blockedAttachmentIds, throwablesEnabled, and ammunitionPerMagazineMultiple. Use /cdp update to reload and synchronize filters after editing. It is not a general configuration reload command, and synchronizes cached loadout data rather than reloading backpack_config.json from disk.

serverconfig/codpattern/maps/

PathContents
defaults.jsonGlobal end-point default for future maps
builtin/rules/config.jsonShared FTL/TDM match configuration
`builtin/frontline/m-/map.json`FTL map definition
`builtin/teamdeathmatch/m-/map.json`TDM map definition
builtin/frontline/records/FTL match exports
builtin/teamdeathmatch/records/TDM match exports
.storage/Migration records, management operation records, and archives

The encoded directory suffix is the hexadecimal representation of the map name's UTF-8 bytes. Use Map Management to rename maps. Addon map and rule directories are registered by their respective modes; not every mode uses builtin/.

Legacy fpsmatch/ maps and serverconfig/codpattern/tdm_rules/config.json are transferred through the migration flow. Back up first, then run check to inspect sources, destinations, and conflicts. Run confirm once affected rooms are empty and their matches have ended. Affected modes remain locked until the server restarts or the single-player world is reopened. See GUIDE.md for recovery details.

FTL/TDM Match Configuration

The table lists code defaults for active settings in builtin/rules/config.json. Fields ending in Ticks use game ticks. The retained warmupTimeTicks, preGameCountdownTicks, and blackoutStartTicks fields do not currently control the corresponding PvP phase timings; see GUIDE.md.

FieldDefaultDescription
timeLimitSeconds420Playing-phase duration in seconds
scoreLimit75Kill score cap
invincibilityTicks30Respawn invincibility duration
respawnDelayTicks40Respawn delay
deathCamTicks30Death-cam duration
minPlayersToStart1Minimum players for a start vote; the current default is intended for testing
votePercentageToStart60Start-vote percentage threshold
votePercentageToEnd75End-vote percentage threshold
combatRegenDelayTicks120Delay before regeneration after damage
combatRegenHalfHeartsPerSecond5.0Half-hearts restored per second
maxTeamDiff1Maximum team-size difference allowed for automatic assignment, explicit joining, and team switching
markerFocusHalfAngleDegrees30.0Enemy health-bar detection cone half-angle
markerFocusRequiredTicks20Detection duration required to show an enemy health bar
markerBarMaxDistance96.0Maximum enemy health-bar detection distance
markerVisibleGraceTicks3Enemy health-bar anti-flicker grace period

Documentation

  • Installation, map setup, matches, map management, migration, and builds: GUIDE.md
  • Common questions and troubleshooting: QANDA.md
  • Version history: CHANGES.md
  • Chinese documentation: README.md

Compatibility and Dependencies

  • Minecraft: The development and build target is 1.20.1.
  • Forge: The project builds against 47.4.0; mod metadata declares a minimum of 47. Other combinations need verification; the declared range is not a fully tested range.
  • Java: 17.
  • Required dependency: TaCZ 1.1.6+ on both client and server.
  • Embedded component: The FPSM-compatible core requires no separate fpsmatch.jar.
  • Optional integration: LR Tactical 0.3.0+. FTL/TDM remain available without LR.
  • Optional mode: The codpattern_zombies addon. Main-mod metadata accepts 0.2.0b+; the addon's own dependency requirements must also be satisfied. The main mod and addon are built and installed separately.
  • Physics Mod and tacz-addon appear in the client development runtime configuration. Neither is declared as a required dependency of the main mod.

Clients and servers should use matching main-mod and required addon combinations. See GUIDE.md for source builds and development launches with optional LR support.

License

Licensed under GPL-3.0-only. See LICENSE.txt and CREDITS.txt in the repository root.

Частые вопросы

Как установить COD Pattern?

Установите Forge под свою версию Minecraft, скачайте COD Pattern под ту же версию и загрузчик, положите файл в папку mods и запустите игру с профилем загрузчика.

Для каких версий Minecraft есть COD Pattern?

У COD Pattern есть сборки для Minecraft 1.20.1.

Нужен ли COD Pattern на сервере?

Нужен и в игре, и на сервере

Лицензия и источник
GNU General Public License v3.0 or laterможно использовать и распространять; изменённые версии — под той же лицензией и с исходным кодом
Оригинал — Modrinth↗Файлы — без изменений, проверены по SHA-512Это ваш мод? Правообладателям

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