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Enemy Lock-On

Lock onto nearby enemies with smooth, configurable camera tracking.

Автор: not.unnamed2641обновлён 19 авг. 2026 г.
Механики игрыУтилиты

Описание

Enemy Lock-On

Enemy Lock-On is a client-side Fabric mod that adds smooth, highly configurable entity lock-on targeting inspired by lock-on systems found in action games.

Lock onto nearby entities, smoothly track them at full render speed, cycle between targets, automatically compensate for projectile drop, or enable a persistent targeting mode that continuously searches for nearby enemies.

Lock-On

Press < by default to activate normal targeting.

When activated, Enemy Lock-On searches for a valid entity around your crosshair using the configured Detection Radius and Maximum Target Distance.

Targets are prioritized around your current view direction, allowing you to deliberately choose what you want to lock onto rather than always selecting whichever entity happens to be closest.

While normal targeting is active, Targetting entity is displayed above the bottom HUD.

Persistent Lock-On

Enemy Lock-On also includes a persistent targeting mode.

Press ALT + < by default to toggle Persistent Lock-On.

While enabled:

  • The nearest valid entity is automatically targeted.
  • If the current target dies or becomes invalid, another valid nearby entity can automatically be acquired.
  • If no valid entities are currently nearby, Persistent Lock-On remains enabled and continues searching.
  • The HUD displays Targetting lock-on: ON while the mode is active.

Persistent Lock-On can also be completely enabled or disabled through the configuration menu.

Target Cycling

While locked onto an entity, you can manually cycle through nearby valid targets.

  • LEFT Arrow → previous target
  • RIGHT Arrow → next target

Targets are ordered by their actual 3D distance from the player.

Cycling wraps around in both directions and continues respecting your targeting rules, including:

  • Maximum Target Distance
  • Entity-type filters
  • Line of Sight
  • Dead, removed, or otherwise invalid entities

The cycling controls can also be changed through Minecraft's normal keybind settings.

Lock-On Marker

Locked entities are marked with a small square directly at the center of their hitbox.

This marker represents the primary point Enemy Lock-On tracks.

When acquiring a target:

  • The target marker smoothly fades in.
  • The normal Minecraft crosshair smoothly fades out.
  • The camera begins tracking the entity's center.

When the targeted entity dies:

  • The marker fades out.
  • The marker gradually transitions to red as it disappears.
  • The normal crosshair fades back in.

If another target is acquired afterward, the new marker fades in while the crosshair fades out again.

Smooth Camera Tracking

Enemy Lock-On's targeting is not limited to Minecraft's normal 20 TPS game-tick rate.

Camera tracking updates using the client's rendered frames, allowing movement to remain fluid at higher frame rates and making the camera behave much closer to natural mouse movement.

Entity movement is also interpolated between game ticks, preventing moving targets from appearing to update in noticeable 20 TPS steps.

Several configurable smoothing methods are available:

  • Instant
  • Linear
  • Easing - Sine
  • Easing - Quadratic
  • Easing - Cubic
  • Smoothstep
  • Smootherstep
  • Exponential
  • Damped Spring

The Smoothing Strength setting controls how aggressively the camera follows the target.

3D Target Detection

Detection works across full 3D space.

The Detection Radius accounts for targets:

  • To your left or right
  • Above or below you
  • At diagonal angles around your crosshair

This means vertical targeting behaves the same way as horizontal targeting instead of effectively using a flattened detection area.

Detection Radius

Controls how far away from your crosshair direction an entity can be before it is ignored as a potential target.

The default Detection Radius is 24.

A smaller value requires more precise aiming, while a larger value makes acquiring nearby targets easier.

Maximum Target Distance

Controls how far away an entity can be before it is no longer considered a valid target.

The default Maximum Target Distance is 24 blocks.

Bow & Crossbow Compensation

Enemy Lock-On can automatically compensate for projectile drop when using bows and crossbows.

Both options are enabled by default and can be configured independently.

When a supported weapon is selected, the mod considers:

  • Distance to the target
  • Height difference between you and the target
  • Projectile gravity
  • Projectile drag

The camera then automatically aims higher when necessary so long-range shots can compensate for arrow drop.

The farther away the target is, the more elevation can be applied.

Bow compensation is designed around a fully charged bow, while crossbows use their appropriate projectile behavior.

The square target marker remains attached to the entity's actual center even when projectile compensation causes the camera to aim slightly above it.

Target Types

Each major target category can be enabled or disabled independently:

  • Hostile Mobs
  • Players
  • Passive Mobs

This allows Enemy Lock-On to be configured for combat-focused targeting or broader entity tracking.

Line of Sight

When Require Line of Sight is enabled, entities that cannot currently be seen by the player are ignored during target selection.

This also applies when cycling between targets or automatically searching for another entity.

Automatic Retargeting

When Auto Retarget is enabled, losing the current target does not immediately end normal lock-on.

If the target dies or otherwise becomes invalid, Enemy Lock-On searches for another suitable nearby entity and transfers the lock when possible.

When Auto Retarget is disabled, losing the current target ends normal targeting instead.

Persistent Lock-On behaves separately and can remain active even when no valid targets currently exist.

Adaptive HUD

Enemy Lock-On displays its targeting status directly above Minecraft's bottom HUD.

The status is horizontally centered and automatically accounts for compatible modded HUD elements that occupy the same bottom section of the screen.

Normal lock-on displays:

Targetting entity

Persistent Lock-On displays:

Targetting lock-on: ON

The message disappears when the corresponding targeting mode is disabled.

Configuration

Press O by default to open the Enemy Lock-On settings while in-game.

The configuration menu includes options for:

  • Smoothing Method
  • Smoothing Strength
  • Detection Radius
  • Maximum Target Distance
  • Auto Retarget
  • Require Line of Sight
  • Hostile Mob Targeting
  • Player Targeting
  • Passive Mob Targeting
  • Bow Aim Compensation
  • Crossbow Aim Compensation
  • Persistent Lock-On

Enemy Lock-On's controls can also be changed through Minecraft's normal keybind settings.

If Mod Menu is installed, Enemy Lock-On provides a Configure button directly from the Mods screen, allowing the configuration menu to be opened without entering a world.

Configuration is saved between game sessions.

Галерея

Toggled Lock-OnTarget ObfuscatedEnemy Lock-On Options

Последние версии

Все версии →
release

Enemy Lock-On 0.1.2

0.1.2
19 авг. 2026 г.211Minecraft: 26.2fabric
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Что нового
- Added a red X inside the white lock-on square whenever the currently locked entity cannot actually be hit because solid block collision geometry is obstructing its hitbox. - The lock itself stays active when Break Lock When Obstructed is OFF, which remains the default. - The red X automatically disappears the moment any sampled part of the entity's hitbox becomes directly reachable again. - Visibility checks use the block's actual collision shape, rather than simply treating the entire block position as solid. - Full oak-plank wall → red X stays visible. - Fence → the system checks through its actual gaps. - If part of the target hitbox becomes reachable through a fence opening → red X disappears. - Move so the fence geometry blocks the hitbox again → red X returns.
release

Enemy Lock-On 0.1.1

0.1.1
19 авг. 2026 г.13Minecraft: 26.2fabric
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Что нового
# Enemy Lock-On v0.1.1 Stable Release ## Initial Stable Release * **`LEFT Arrow`** → cycle to the previous nearby target. * **`RIGHT Arrow`** → cycle to the next nearby target. * Targets are ordered by their actual 3D distance from the player. * Cycling wraps around in both directions. * Cycling still respects: * Maximum Target Distance * Entity-type filters * Line-of-sight setting * Dead/removed/spectator filtering ### Lock-On Controls * Press **`<`** by default to activate normal lock-on. * Normal lock-on searches around the crosshair using the configured detection rules. * It remains active while a valid target is available. * With Auto Retarget enabled, it can continue onto another suitable target when the current one is lost. * Added a separate **Persistent Lock-On** toggle using **`ALT + <`** by default. * Both lock-on controls are registered separately in Minecraft's keybind settings and can be rebound. ### Persistent Lock-On * Added a configurable **Persistent Lock-On** mode. * Press **`ALT + <`** to toggle Persistent Lock-On on or off. * Persistent Lock-On can also be completely enabled or disabled from the Enemy Lock-On configuration. * When Persistent Lock-On is enabled, the normal `Targetting entity` HUD message is replaced with: * `Targetting toggled on` * Persistent Lock-On automatically acquires the **nearest valid entity** that follows the configured targeting rules. * Persistent Lock-On remains enabled even when there are currently **no valid entities nearby**. * The mod continues searching while the mode remains toggled on. * As soon as an eligible entity becomes available, it is automatically acquired. * When the current target dies, Persistent Lock-On automatically searches for the next nearest valid entity. * Persistent Lock-On only stops when: * The player presses **`ALT + <`** again. * Persistent Lock-On is disabled through the configuration. * The player leaves the active world. ### Target Marker * Added a visible **white square lock-on marker** to the currently targeted entity. * The marker is positioned at the exact geometric center of the entity's hitbox: * X-axis midpoint * Y-axis midpoint * Z-axis midpoint * Camera lock-on now tracks this same exact entity-center point. * The marker follows the entity using interpolated render-frame positioning instead of being limited to 20 TPS movement. * The target marker itself has no additional movement smoothing, allowing it to visually follow the entity directly while the camera performs its configured smoothing. * The marker is rendered as a HUD overlay and therefore remains **visible through solid blocks and walls**. ### Crosshair & Lock Animations * The normal Minecraft crosshair now smoothly **fades out** when an entity is acquired. * At the same time, the target square smoothly **fades in** over the locked entity. * While fully locked: * The normal crosshair remains hidden. * The square marker becomes the primary visual lock-on indicator. * When the target dies: * The square begins fading out. * The square transitions from **white to red** as it disappears. * The normal Minecraft crosshair simultaneously fades back in. * Persistent and automatic retargeting briefly allow the death animation to complete before visually acquiring the next target. * When another entity is acquired: * The new white square fades back in. * The normal crosshair fades out again. ### Locking Through Walls * Existing lock-ons now remain active through solid walls **by default**. * A target moving behind a wall no longer automatically breaks the current lock. * The target square remains visible through the obstruction while the camera continues tracking the entity. * Added a new configurable **Break Lock When Obstructed** option. * **Off by default.** * When Off, existing targets remain locked through solid walls. * When On, losing line of sight immediately invalidates the current target. * **Require Line of Sight** now specifically controls target acquisition. * When enabled, entities behind walls cannot be newly acquired. * Once an entity has already been locked, it can remain locked through a wall unless **Break Lock When Obstructed** is enabled. ### Targeting Overhaul * Completely reworked target tracking to update at the **rendered frame rate** rather than being limited to Minecraft's 20 TPS. * Added interpolated entity tracking for significantly smoother movement. * Camera smoothing now uses real frame timing for more consistent behavior across different frame rates. * Detection Radius now operates as a proper **3D radius**, including entities above and below the player. * Vertical and horizontal detection angles are treated consistently. * Default **Detection Radius** increased to `24`. * Default **Maximum Target Distance** increased to `24 blocks`. * Existing configs using the original untouched default values automatically migrate to the new defaults without replacing customized values. ### Bow & Crossbow Compensation * Added automatic projectile-drop compensation for bows and crossbows. * Bow compensation is enabled by default. * Crossbow compensation is enabled by default. * Aim elevation adapts based on: * Target distance * Target height difference * Projectile gravity * Projectile drag * Bow compensation is designed around fully charged shots. * The farther away the target is, the more elevation can automatically be applied. * Projectile compensation remains compatible with the target marker. * The square always represents the entity's real center. * The camera may intentionally aim above the marker when projectile-drop compensation is required. ### HUD * Added the persistent `Targetting entity` status while normal lock-on is active. * Persistent Lock-On instead displays: * `Targetting toggled on` * Status text remains horizontally centered above the bottom HUD. * Its vertical position adapts to compatible modded status-bar HUD elements. * The target square and crosshair transitions operate independently of the status text.
beta

Enemy Lock-On 0.1.1-beta

0.1.1-beta
19 авг. 2026 г.15Minecraft: 26.2fabric
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Что нового
# Enemy Lock-On v0.1.1-beta ### Targeting Overhaul * Completely reworked the **lock-on camera system** to update every rendered frame instead of being limited to Minecraft's 20 TPS. * Target tracking now feels significantly smoother and behaves much closer to natural mouse movement. * Added interpolated entity tracking for smoother aiming at moving targets. * Improved smoothing calculations to remain consistent across different frame rates. ### Detection Improvements * Reworked the **Detection Radius** to properly calculate targets in full 3D space. * Targets above and below the player are now detected correctly. * Vertical targeting now behaves consistently with horizontal targeting. * Changed the default **Detection Radius** from `12` to `24`. * Changed the default **Maximum Target Distance** from `16` to `24`. * Existing configs using the previous default values will automatically migrate to the new defaults without overwriting custom values. ### Bow & Crossbow Compensation * Added configurable **Bow Aim Compensation**. * Added configurable **Crossbow Aim Compensation**. * Both options are **enabled by default**. * When holding a bow or crossbow, lock-on now automatically compensates for arrow drop. * Aim elevation dynamically increases based on: * Target distance * Target height difference * Projectile gravity and drag * Compensation is designed around **fully charged bow shots** and standard crossbow arrows. ### Targeting HUD * Added a persistent **"Targetting entity"** status message while lock-on mode is active. * The message is horizontally centered above the bottom HUD. * Its vertical position automatically adapts to compatible modded HUD elements. * The message automatically disappears when: * Lock-on is manually disabled. * No valid targets remain. ### Other * Preserved all existing smoothing methods, target filters, line-of-sight options, auto-retargeting, configuration options, and Mod Menu support. * General targeting performance and responsiveness improvements.
beta

Enemy Lock-On 0.1.0-beta

0.1.0-beta
19 авг. 2026 г.20Minecraft: 26.2fabric
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Что нового
# Enemy Lock-On v0.1.0-beta ### Initial Beta Release * Added configurable **camera lock-on** for nearby entities. * Default lock-on key is **`<`**. * Added target selection based on the player's **crosshair direction**, detection radius, and maximum distance. * Added **exact hitbox-point tracking** when the crosshair directly intersects a target. * Added highly smooth **frame-interpolated camera tracking** for significantly smoother lock-on movement. * Reworked camera movement to avoid visible 20 TPS stepping and provide more fluid action-game-style tracking. * Added **9 configurable smoothing methods**: * Instant * Linear * Easing - Sine * Easing - Quadratic * Easing - Cubic * Smoothstep * Smootherstep * Exponential * Damped Spring * Added configurable **Smoothing Strength**. * Added configurable **Detection Radius**. * Added configurable **Maximum Target Distance**, with a default range of **16 blocks**. * Added optional **Auto Retargeting** when the current target dies or becomes invalid. * Added optional **Line of Sight** requirements. * Added separate targeting controls for: * **Hostile Mobs** * **Players** * **Passive Mobs** * Added an in-game configuration screen, accessible with **Alt + O** by default.