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 22, 2014Is possible to get WorldGuard region support?
I mean PVP flags to allow/deny guns there.
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Posted Apr 22, 2014@TRBadger
You could of just read the "Known issue" that is up in the description If you can't see it, here:
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!
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Posted Apr 21, 2014Hi there, I received this error in the console http://pastebin.com/TFJp7vYY Not sure if I should be concerned? Thank you.
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Posted Apr 21, 2014I have an issue where when I shoot the projectile goes to the far left of the screen but if I am shooting a zombie and my crosshair is on it, the zombie still gets hit, It's pretty annoying, does anyone have a fix?
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Posted Apr 21, 2014No, No I found the solution :D
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Posted Apr 21, 2014Hello, I would like to know if it is possible to add a new file to add weapons, because I wish to add quite my weapons personalized in a file apartment.
Best Regards, Ramech.
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Posted Apr 21, 2014Please, add support plugin: TF2. http://dev.bukkit.org/bukkit-plugins/team-fortress-2/
When you die, it doesn't show who fired.
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Posted Apr 20, 2014@DunderMifflinDMI
It works sortly the way I wanted it. Thank you.
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Posted Apr 20, 2014@omgGrim
Assuming you already have set up an Ammo node, setting Take_Ammo_On_Reload to true should cause the physical item you have set as ammo to be taken from your player's inventories if they reload a weapon whose ammo capacity is not full.
If an Ammo node has not been added, then the weapon wont be able to reload/take the ammo because you have not set the item that the weapon would use.
The following section of a config is a weapon with a 30 round magazine size, and two second reload speed. The required ammunition is Flint, and the amount of rounds loaded into the magazine is the amount of Flint taken from the players inventory.
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Posted Apr 20, 2014Please, we need this ASAP! Other plugins rely on this!
http://dev.bukkit.org/bukkit-plugins/crackshot/tickets/163-2-api-requests-is-gun-and-is-projectile/
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Posted Apr 20, 2014@DunderMifflinDMI
SORRY! I meant this -> https://github.com/Shampaggon/CrackShot/wiki/The-Complete-Guide-to-CrackShot#take_ammo_on_reload instead of the Reload_Amount.
Why doesn't Starting_Amount & Take_Ammo_On_Reload work together? Because I'd like for players to start with 0 bullets in the weapon (spawned) then have ammo that reloads and gets bullets in the gun.
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Posted Apr 20, 2014HI! Could you add crafting recipes?? :D thank you
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Posted Apr 19, 2014@omgGrim
The starting amount is the amount of rounds included in the magazine when the weapon is spawned/created/willed into existence.
The reload amount is the amount of rounds that will be loaded when the magazine is reloaded, or the size of the magazine.
Set the starting amount to 0, and the reload amount to 30.
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Posted Apr 19, 2014https://github.com/Shampaggon/CrackShot/wiki/The-Complete-Guide-to-CrackShot#starting_amount and https://github.com/Shampaggon/CrackShot/wiki/The-Complete-Guide-to-CrackShot#reload_amount doesn't work together. Is there a reason why? Because I'd love for players to start with a "AK-47" with 0 bullets in it. But when they get ammo from a shop such as 30 then they reload and have 30 bullets to shoot.
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Posted Apr 19, 2014@FlOppythp
You're not going to get anything better unless you change crackshot yourself or find a new plugin that could spawn falling blocks as a cobweb for a smokescreen.
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Posted Apr 19, 2014@FlOppythp
Give them blindness.
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Posted Apr 18, 2014If someone has a never ending slowness then they get hit with a flashbang they lose it. It may be an easy fix, but other than that great plugin!
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Posted Apr 18, 2014@scottparker943 I already knew how to use it. I meant, since there is a Skip_Name_Check, wouldn't there already be just a normal Name_Check? So items with the same name and item id would automatically become Crackshot weapons? Does the plugin do that? Because it doesn't seem to be working for me with other plugins. I tried giving the items the same names, but they don't change.
Also, is there a way that I could set the explosion to only destroy certain blocks?
(As a side note, the guide mentions the laser beam under the Projectile_Type thing in the Shooting section{https://github.com/Shampaggon/CrackShot/wiki/The-Complete-Guide-to-CrackShot#shooting}. It says that energy acts as a giant laser beam or something.)
@Shampaggon:
Could you add a node for explosions to only destroy certain blocks?
And could you make the Run_Console_Command node work on Impact with Anything? Because I'm wanting to make a weapon that I can throw(Launches a similar-looking projectile), and it will be "one-time-use" then give the weapon back to the player once it has hit something.
Like a Boomerang.
Or maybe you can just add a Boomerang Node in the shooting section. So if it's true then the weapon will vanish when the projectile is launched, and it will return when the projectile hits something.
Maybe you could add a Boomerang Sub-node as well, so that you can decide if the weapon returns on impact with anything, hitting a player, hitting a block, or after the projectile just despawns after going through the air for so long(That would be included in the on-impact-with-anything option)
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Posted Apr 18, 2014The Spawn_Entity_On_Hit module doesn't work for me. Does it work for someone else? I'm currently running on Spigot-1360 (MC: 1.7.5) (Implementing API version 1.7.5-R0.1-SNAPSHOT)
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Posted Apr 18, 2014@JK82NL
I had the same problem a while back. I just deleted my config folder and then it worked.
Hope that solves your problem