PROJECT WORKSHOP · ADVANCED
Build a Directional Weapon Experience
Combine DAI 3.0 input conditions with the directional first-person combat reference path, weapon presentation and server-authoritative hit logic.
Build the idea, not a clone. This workshop intentionally recreates a smaller learning version of the public project. It teaches the same categories of DAI systems without pretending to reproduce every private/internal project file.
What You Learn
directional combatphysical inputcustom weaponscamera intentguard/thrust statesresource modelsserver combat
Starter Project Shape
Create only the folders you need for each milestone. The exact final tree can grow as you add your own systems.
Suggested learning layout
data/sword_lab/ ├─ dai_experiences/ ├─ dai_items/ or dai_weapons/ ├─ dai_objectives/ ├─ dai_reaction_events/ └─ functions/ (authoritative hit logic when useful) assets/sword_lab/ ├─ models/item/ ├─ textures/item/ └─ textures/gui/slash/
Build It in Milestones
- Create one weapon identityStart with one blade and make its sheathed/drawn states visually obvious.
- Read physical inputUse attack/use input reactions or DAI 3.0 keybind conditions for press, hold and release states.
- Resolve attack intentSeparate directional movement, neutral thrust and guard state rather than treating every click as one attack.
- Synchronize presentationMake hand pose, item model and slash overlay agree on the same direction/state.
- Keep damage authoritativeResolve actual hit/damage through the server/gameplay path even when first-person presentation is client-side.
- Protect vanilla behaviorVerify unsupported items still use normal Minecraft attack/use behavior.
Make It Yours
- Create multiple weapon reach/speed profiles.
- Add parry windows and stamina.
- Map custom registered mod keybinds to stance changes.