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 May 29, 2013@Mre30
Same, it truly was a lifesaver!
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Posted May 29, 2013Dude, big thanks for the update. That error was really getting to me lol.
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Posted May 29, 2013can you add those? :) time before shooting (ticks) effect while hold the weapon effect when shift with weapon (can be slowness so shift will become zoom...) right/left click reload? (can be usefull while shift is zoom)
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Posted May 29, 2013Hey, Guess what?
Idea!
yeah, I love your plugin, but you should add a pumpkinblur scope option, so (configurably) when aiming down a "scoped" weapon, a pumpkin appears on your head, so then servers that run with a custom texture pack can have scopes.
(you can always set the default to off)\
:)
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Posted May 28, 2013@Drzell
Currently, I can only come up with two methods of healing the victims, both of which involve setting the damage of the weapon to zero.
One is by granting them a potion effect using the Potion_Effects module (recommended), the other is by healing them using external console commands with the Run_Console_Command node (a bit farfetched).
@therealbobeto
Read the last section of the FAQ. Your weapons appear to be configured correctly. Look at the error in the console and find out where you placed the tab(s).
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Posted May 28, 2013It is any way to make a Heal Gun? Like in TeamFortress2? I have a weapon with a negative value in the Damage, but it kills anyway D=
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Posted May 28, 2013Oh, are you so arrogant quickly, guy?
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Posted May 28, 2013@Shampaggon
It seems that whenever I add the Take_Ammo_Per_Shot and Take_Ammo_On_Reload nodes, none of my guns work. In fact, when I do /shot list only the defaultExplosives pop up.
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Posted May 28, 2013@Shampaggon
Well, I added those modules to one weapon and now none of my guns work >.> Help? http://pastebin.com/qLhRzS4p
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Posted May 27, 2013@therealbobeto
You have forgotten to specify when the weapon should take away ammunition.
The two nodes you are looking for are:
Set one or both of them to true. More information can be found in the guide.
As for the throwing knife, I would recommend using the One_Time_Use node coupled with the Damage_Based_On_Flight_Time module. The result is rather interesting.
@ZeusAllMighty11
That's very kind of you to say.
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Posted May 27, 2013THIS PLUGIN ROCKS!
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Posted May 27, 2013@Shampaggon Ok, thanks. I also tried turning reload off, but that disabled all of my guns for some reason... http://pastebin.com/p6ZLtQmW
Any ideas for a throwing knife config?
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Posted May 26, 2013@therealbobeto
It is very likely you have misconfigured that particular module. If you can show me the weapon's configuration using Pastebin, I may be able to help you.
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Posted May 26, 2013I'm having some issues adding ammunition to my guns... when I add it, it still reloads automatically even if I don't have any ammo.
And on a completely different note, Does anyone have any ideas on how to add throwing knives?
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Posted May 26, 2013+1 for Mob Grenade! Well, Mob-Spawning explosives in general... like a C4 charge that will release a pack of spiders (Spider Egg bomb)
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Posted May 25, 2013@buttatron2000
Use the Enchantment_To_Check node or Skip_Name_Check node. Hooking into CrackShot is only for plugin developers. And you don't seem like much of a developer. Read about how to use those two nodes in the guide.
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Posted May 25, 2013Hello Im trying to use this with another plugin and I was wondering how I could use these guns with out a hook in the code. Say there is a place in the config where I can set what they have in there inventory. Like only item ids and data and ever thing else up to stack size. Is there a way I could put these guns in here just by what I have said, if not, could you add it so I can and for other future request like this?
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Posted May 25, 2013Is there a way I can make a grenade that spawns mobs regardless of whether or not it hits a target? The only mob spawning function I found on the wiki has the mob spawn trigger when a victim is hit by the weapon...
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Posted May 25, 2013@jhs232
You can already. you can change every gun to the item you want by doing this:
http://gyazo.com/a7ff690ac96eee2dce27089cded7d8be
enable skip name check
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Posted May 25, 2013@EpicTrance
It needs ghast tear as ammo, you can configure that in the config