CrackShot (Guns)

Create your own melee or ranged weapons and replicate any first-person shooter. With advanced gun-mechanics and a huge number of customizable features, your only limit is your imagination!
Works on all servers above 1.7.2. See Known issues below for more information.
Specialties
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Features
- A stand-alone system. Does not require mods or Spout.
- Gun mechanics: firearm actions, iron sights, dual wield, attachments and more!
- Reloads: replicate reload-animations with CrackShot's reloading system - press Q to reload!
- Custom sounds: choose what sounds your weapons make!
- Custom recipes: create crafting recipes for your weapons!
- Shops: buy your customized weapons from established shops!
- Multi-world support: disable CrackShot weapons in certain worlds with ease!
- Mechanics: deal bonus damage on headshots, backstabs or critical hits!
- Flexibility: compatible with all region-protection and arena plugins such as MobArena!
- Flexibility: functions alongside all kit and economy plugins such as SignShop!
- Riot shields: introduce riot shields from the Call of Duty franchise into your server!
- Explosives: call in airstrikes, fire an RPG, deploy landmines or remotely detonate C4!
- Much more! For more information, view each and every module in detail.
Getting started
Frequently asked questions
How do I use CrackShot weapons with other plugins? (kits, arenas, shops, classes etc.)
I configured my permissions file. How come players can still use all weapons?
I modified the configuration. Why don't the weapons show up anymore?
Can you please add <insert weapon name here>?
Default weapons
For those who are curious about what CrackShot is capable of achieving, but squealed like a little girl upon viewing the complete list of modules, you're in luck. The plugin comes with 18 default weapons, so you can jump right into the action! ... a very small taste of the action.
- Python: Revolver w/ tactical knife
- Frag Grenade: Explosive
- Riot Shield: Protection device
- Olympia: Double-barreled shotgun
- Hunting Rifle: Bolt-action rifle
- Type 95: Assault rifle
- AK-47: Assault rifle
- Flashbang: Tactical grenade
- Toaster: Incendiary landmine
- Harrier Strike: Precision airstrike
- C4: Remote-detonated explosive
- Trinket: Booby trap
- CocoPops: Cluster bomb
- Bazooka: Rocket launcher
- Desert Eagle: Dual pistols
- Carbine: Assault rifle w/ grenade launcher
- Gauss Shotgun: Advanced pump-action shotgun
- Putty: Remote-detonated explosive
Known issues
Minecraft visual bug: Projectiles that are launched at high velocities (>40) may follow a warped flight path. Generally, they will appear to either curve to the left or to the right. Do not be fooled though, as the projectiles will always be spot-on despite what you see!
Minecraft 1.9 bug: Players may hurt themselves if they shoot at an entity that is too close to them. Affects servers between 1.9 and 1.16.
Spigot 1.15 bug: Entities cannot be hit by multiple projectiles at the same time. Affects servers between 1.15 and 1.16.4.
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Posted Apr 4, 2014@Clawshot
There already is a addon/plugin that will do this for you.(bounce bullets like you want) No need to add it.
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Posted Apr 3, 2014@MatteCarra99
Delete the Explosions node and all his components from the weapon.
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Posted Apr 3, 2014@KushRoyalKillah
so u want 1 snowball to reload the whole charge?, or 1 for 1 charge? so for example: a weapon, its a machine gun, got space for 200 ammo, u want it to 1 snowball to reload the 200 ammo or only 1?
to do any of these cases u need to add the Ammo module and place the snowball id on the ammo id, then on the reload module you turn on the Take_Ammo_On_Reload on true, and then place Reload_Bullets_Individually, if u want to 1 snowball per 1 ammo, or, if u want it to be 1 snowball, for in this case, the 200 ammo, you turns off Reload_Bullets_Individually, and turn on Take_Ammo_As_Magazine on true
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Posted Mar 31, 2014Anybody who is experienced with crackshot modules please read this I have been having trouble on how to make it so that all my guns use 1 snowball to fill a whole round of that gun, and I need the guns to reload.
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Posted Mar 31, 2014There is a very big bug! Bullets of hunting rifle explode!!! how i can fix it? Thak you
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Posted Mar 30, 2014I see that one of the "Specialties" is Laser Beams and I can't seem to find anything about them among all your tutorials... So I just wanna know how that works exactly?
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Posted Mar 29, 2014@NaEfeG
This is a Minecraft Bug that Shampaggon can't fix, The thing is when mobGriefing it's set true the projectile "fireball" doesn't explode, so the Crackshot's weapons with that projectile doesn't work, try changing the projectile of the Bazooka to a Wither Skull or Snowball that should work :)
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Posted Mar 29, 2014I found a bug.
If 'mobGriefing' gamerule is set true, the bazooka dosen't work normally.
So we should use other protection plugins! :P
Can you fix it?
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Posted Mar 28, 2014Hey, I want to set the SignShop module up so it costs money instead of items. What would I set the figures to be?
SignShops: Enable: true Price: 6000 Sign_Gun_ID: 900
Thats what I have - doesn't work.
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Posted Mar 27, 2014So you have the Skip_Name_Check node?
What's the normal with a Name Check?
So you, for example, give players an item(With another plugin) and if the name is the same as in the crackshot file it converts the item?
Because that would be REALLY useful.
And would the item name need a <<+>> or whatever is at the end of the items name?
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Posted Mar 26, 2014I'm OP. I type /shot get bazooka. It's says "Successfuly Grabbed - Bazooka" and sound effects play.
Nothing appears in my inventory. Please help! These are my thoughts below.
Is this due to technical block 104 being removed? I tried changing 104 to several different block ids in the defaultweapons.yml config. "Item_Type: 106" for example.
"The ability to obtain the item form of most technical blocks (block IDs 26, 34, 36, 55, 59, 63, 64, 68, 71, 74, 75, 83, 92, 93, 94, 104, 105, 115, 117, 118, 124, 132, 140, 144, 149, and 150) was removed in the 1.7.2"
http://minecraft.gamepedia.com/Technical_blocks
Thanks! Dig
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Posted Mar 25, 2014Can you add an Module for Bouncing Projectiles?
That will looks like that:
Bouncing:
Enabled: true
Amount_Of_Bounces: 2 (How many times it can Bounces before it removes the Projectile)
Bounce_Time: 20 (The Timer for Bouncing if it gets over the value that you entered it will no longer Bounce(Time in Ticks))
Bounce_Sound: ITEM_PICKUP-1-2-0 (The sound if a Projectile is Bouncing)
Bounce_Speed_Multiplier: 10 (How much it get slowed for each bounce in percent)
THat feature would be great to simulate the Real noob tubes of Call of Duty and other FPS Games
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Posted Mar 24, 2014Hello, was wondering if you could add All entities as projectiles i mean ALL you havent done it yet but please add it asap becuz it will help with a certain weapon Idea. Also when it comes to FallingSand or FallingGravel Entities please add a spot for tile ID.
heres a link of ALL Entities: http://minecraft.gamepedia.com/Entity
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Posted Mar 24, 2014Can you please add a better way to deny guns in wg regions.
Take magicspells plugin for example, its perfect.
Inside the zones.yml
But, for crackshot, it could be like this.
Example
I have made over 75 guns... and it's a giant pain to press f3, right down the cords, and copy and paste to every single gun.
Thanks for listening!
edit... wait... ill just make a ticket lol. Upvote me guys!
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Posted Mar 24, 2014This is my second try but not working...
String string = "AK-47";
int i = 1;
CrackShotAPI.giveWeapon(player, string, i);
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Posted Mar 23, 2014bump
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Posted Mar 23, 2014Hey,
I'm a plugin developer and why is the is this not working:
if (args[0].equalsIgnoreCase("AK-47") && args.length == 2){
if (!p.hasPermission("guns.test")) {
String string = "AK-47";
int i = 1;
CrackShotAPI.get
}
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Posted Mar 23, 2014@mikewu63 said:
Can anyone help?
LOL
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Posted Mar 22, 2014Can anyone help?
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Posted Mar 21, 2014@lolwhycant
It's a custom plugin. The closest you can get to it is Mob Arena, Zombie Survival, or any similar COD Zombie plugins.