"Ever wanted to make a gun in MCreator but ended up lost in a sea of complex procedures? Worry not! My plugin is here to save you from endless tinkering. It adds everything you need to craft firearms in a simple, clean, and almost fun way. Each action can be managed with logic so intuitive, you'll wonder why it didn’t exist already. No, it’s not magic. It’s just a well-made plugin."
WARNING: you need to enable the Java plugin.
This plugin adds a set of procedures designed to simplify the creation of firearms in MCreator, allowing you to control key actions such as firing, reloading, animations, and more.
It is also compatible with the Nerdy's Geckolib plugin, adding specific procedures to manage object animations more easily and efficiently.
Below, you'll find a complete tutorial that explains everything step-by-step.
Tutorial and Forum by hacker_E303
The plugin is currently under development, so feedback and suggestions are very welcome. If you encounter any issues, feel free to leave a comment!
Changelog:
1.4.0 - Fixed minor bugs; Added two events; Added four procedures;
1.3.2 - Fixed minor bugs
1.3.1 - Added "Reload <item> of <entity> that has <number> max-ammo with <magazine> and set recovery-time (in ticks) to <number> durability to <logic> and reload multiplier to <multiplier>" procedure block; Added notification system
1.3.0 - Added "With geo-item <item> set query <string> to <int> for controller <controller>" procedure block
1.2.2 - Forge, Fabric and NeoForge; Added new languages; Added "Is keyboard key <char> pressed" procedure block
1.2.1 - Only Forge; Added "Make <entity/target> attack entities tagged as <string> with priority <int>" procedure block; Added "Get owner of <entity/target> projectile" procedure block
1.2.0 - Working on...
1.1.0 - Fixed bugs and broken procedures; Added "If <condition> allow <itemStack> to shoot" procedure block
1.0.1 - Added compatibility with Fabric and NeoForge
1.0.0 - Plugin was created
Comments
The plugin is very good. If I may, I have some suggestions for additions:
1) A system for importing .geo models and more direct animations, like the one used in Geckolib.
2) A system for canceling the weapon animation and playing another one over it, so we can make the shooting animation automatic.
3) Neoforge support, if possible.
4) A system for shifting the 3D item to simulate an aiming effect, for example, shifting the item on the right to the center when right-clicking.
5) A system for defining a multiplier for animations. For example, a way to make the animation 10% faster—in this case, a 1.1 animation speed multiplier for both reloading and firing.
For point 1 and 5, I won't add them since the geckolib plugin already exists and Nerdy should take care of it, and for point 2 instead you just need to check the "override animation" box when you create your animation on blockbench, so every time it runs it has priority over the current animation.
I'm working on it at the moment, but I'll give you a premise: I will create a global trigger from where you can animate your weapon by setting its scale, rotation and position values. I will make tutorials because using these values blindly is impossible