Weapon scope overlays
MCSkylines-Scopes
Version 1.0.5 · Documentation refreshed October 12, 2026
Per-weapon and per-zoom camera overlays for WeaponMechanics, using textures supplied by Oraxen.
Required plugins: WeaponMechanics. Optional integrations: WeaponMechanicsCosmetics.
01
What it handles
Feature overview
Configured optics
Map each weapon and optional extra zoom stage to a namespaced overlay texture.
Visual-only equipment
The scoped player receives a temporary helmet appearance. Their actual inventory and armor remain intact.
Session cleanup
Switching items, teleporting, dying, disconnecting, and reloading clear owned overlays and reject stale delayed work.
Focused integration
Changes the overlay only; magnification, projectiles, and weapon mechanics remain owned by WeaponMechanics.
02
Encyclopedia
Configuration defaults: Values shown for operator-configurable settings are the bundled defaults, and can be changed in the module’s configuration or definitions. The server’s active settings take precedence, so costs, speeds, ranges, durations, chances, effects, recipes, limits and enabled features may differ. Command examples illustrate syntax; fixed mechanics and validation bounds are not configuration defaults.
Scopes maps WeaponMechanics weapons and zoom stages to per-player camera overlays and aimed weapon models, using textures delivered by the resource pack/Oraxen. It does not change magnification, bullets or damage. WeaponMechanicsCosmetics can coexist; mapped optics suppress its shared pumpkin overlay.
Scope and zoom configuration
config.yml in the retained Scopes folder names profiles, weapon mappings and optional zoom-stack choices. Texture keys are namespaced and omit assets/, textures/ and .png. Initial zoom is zero; zoom-stacks: '1' selects the first extra zoom. Unknown stacks use that weapon's default profile. Use the configured weapon title exactly and include every texture/model in the matching complete resource pack.
Example weapon mapping
For example, this maps the exact WeaponMechanics weapon title V118A1 to a tactical overlay, selects precision for its first extra zoom stack, and applies a separate model while aiming:
profiles:
tactical:
texture: mcskylines:scopes/v118a1_tactical
precision:
texture: mcskylines:scopes/v118a1_precision
weapons:
V118A1:
profile: tactical
item-model: mcskylines:v118a1_ads
zoom-stacks:
'1': precision
check-interval-ticks: 2
resend-interval-ticks: 20The check interval controls how often scope state is inspected; resend renews an active overlay for the client. Profile IDs are local configuration keys, texture paths are resource-pack keys, and item-model is an item model key; they serve different purposes. To add another optic, add its pack assets, define a profile, and reference that profile from its weapon or zoom-stack mapping.
What players see
Aim a mapped weapon using its WeaponMechanics controls. The owner receives a temporary helmet appearance with the camera overlay, while actual helmet/armor remains intact. Aiming changes the weapon's item-model component; current ammo/lore/durability continue updating. Unscope restores the actual current helmet and original model without rolling the gun back to an old snapshot. The resource-pack base/ADS definitions disable hand-animation-on-swap to avoid equip bobbing on ammo/model updates.
Cleanup and supported modes
Survival/adventure/creative support overlays; spectators do not. Hand switches, teleport, death, disconnect, game-mode changes, reload and shutdown clear owned scope state. Most recently mapped hand owns the single screen overlay. Delayed actions cannot resurrect a stale session. Dropped/death items and reconnect/startup clear outstanding restoration markers; later external model changes are preserved.
Operator workflow and troubleshooting
- Configure a profile and map the actual weapon/zoom stage.
- Merge the complete matching textures, item models and swap-animation definitions into the active pack and distribute it.
- Run
/skylinesscopes reload; invalid replacements are rejected before use. - Zoom out/in again; reload clears active overlays.
- Check
statusfor mapped profiles/weapons/players. A missing visual can mean rejected mapping or missing client assets rather than a gun-damage issue.
Test the last round, sustained fire, hand switching and reconnection with a real Minecraft client. Overlay rendering needs the pack accepted. Restart for code changes; no configuration reset is required for unchanged valid mappings.
Reading command syntax
Configuration defaults: Values shown for operator-configurable settings are the bundled defaults, and can be changed in the module’s configuration or definitions. The server’s active settings take precedence, so costs, speeds, ranges, durations, chances, effects, recipes, limits and enabled features may differ. Command examples illustrate syntax; fixed mechanics and validation bounds are not configuration defaults.
<argument> is required; [argument] is optional. Replace the placeholder, including its brackets, with your value. Choices separated by a vertical bar mean choose one. ... accepts the remaining words. Do not type quotation marks around multiword names unless the command specifically requires them. A bare command has no required arguments. Examples use sample players/IDs: substitute entries from your server and use Tab for configured IDs.
player means a username; operational actions usually require that player online. amount and price are currency values such as 25.00, unless the row specifies items, levels, or units. reason, memo, message, name, and statement accept text where supported. duration uses the module's duration format (for example 10m, 2h, or 7d); it is not a bare number of minutes unless stated. id is the exact identifier displayed by that system, not its friendly name. Permissions and ownership/state/location checks both apply.
Scope commands
| Syntax | Arguments / action | Permission |
|---|---|---|
/skylinesscopes reload | Validate replacement mappings and clear active overlays; no arguments | mcskylines.scopes.admin |
/skylinesscopes status | Report profile, weapon and player counts; no arguments | mcskylines.scopes.admin |
These are operator commands; aiming/zoom selection uses WeaponMechanics controls rather than a Scopes player command.
Root commands and aliases
These are the registered command entry points. The subcommand tables above describe their complete operations. Alias names use the same arguments as their root.
| Syntax | Purpose | Permission / aliases |
|---|---|---|
/skylinesscopes <reload|status> | Reload scope mappings or inspect scope status. | mcskylines.scopes.admin |
03
Command roots
Use the command syntax sections above for every required argument and subcommand. The short usage below is the plugin’s registered help text.
| Command | Usage | Description | Permission |
|---|---|---|---|
/skylinesscopes | /skylinesscopes <reload|status> | Reload scope mappings or inspect scope status. | mcskylines.scopes.admin |
04
Permissions
| Node | Default | Description / children |
|---|---|---|
mcskylines.scopes.admin | No additional description. |
Command and permission references reflect the current plugin.yml manifests in this workspace.