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 8, 2014@Shahblox
"Method 1 - The Skip_Name_Check node
You can use the Skip_Name_Check node to convert items with particular item IDs into CrackShot weapons." So first you go to the config file of Crackshot and give the gun a ID, for example Item_Type: 26410 Skip_Name_Check: true Then you go to your Essentials config and make a kit with the item 264:10 (What you have configured in the Crackshot config). (I think it works like this since I haven't tested it yet and I read it on the FAQ)
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Posted May 7, 2014How can I have kits spawn with guns? In essentials though. Thank in advance.
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Posted May 7, 2014Can someone please add turrets, i posted a ticket with more detail. Its called "Sentry Guns"! Thanks :)
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Posted May 5, 2014@failtolawl
You can only use the projectiles on Crackshot. So just change it to an arrow because that's the closest it'll be to an sharp axe.
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Posted May 4, 2014HEllo, when Im setting damage based on flight time, how do I set to get less damage, more the bullet stays in fly ?
If i set Bonus_Damage_Per_Tick: -1
doesnt work, but
Bonus_Damage_Per_Tick: 1
works, but it does exactly opposite I want, thanks for possible help.
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Posted May 4, 2014I have a question, is there any way I can make a throwing axe?
I have set it up to take ammo, have the appearance of the Axe, as well as give it the grenade projectile type with ironaxe subtype.
However, I can't seem to make it appear to be thrown (it just spawns on me and disappears) without making it an explosive (and give it a delay), anything I can do? Or is it not possible?
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Posted May 4, 2014@harryjamesuk
its the name you assigned in the primary node in the yml file for that gun.
ex: your "gauss shotgun" would probably be identified by "gauss" or "gauss_shotgun" in the config file, because "spaces" are not supported when creating a weapon identifier.
Just open the config where your gauss shotgun is defined, and look at the first line where the weapon starts being defined. That is your identifier you use in your permission node's last portion.
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Posted May 3, 2014@DunderMifflinDMI
Yes, I've seen that but I mean is there anywhere that tells you what the <weapon> can be replaced with? Like, if I want to give a group permission to use a Gauss Shotgun, what would the permission be? crackshot.use.???
Thanks in advance!
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Posted May 3, 2014@harryjamesuk
Yes, right over here.
https://github.com/Shampaggon/CrackShot/wiki/Commands-and-Permissions
@TeuzBr Some/most of your weapons dont have the Skip_Name_Check: true in their Item Information section. Either specify which weapon isnt working, or list them.
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Posted May 3, 2014Hello, is there a list of the permissions for each weapon somewhere? As in, crackshot.use.weapon
Thanks in advance!
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Posted May 3, 2014Hi Guys, because the Crackshot forum isn't a help i post it here. We have a big issue with the standard C4 explosive. If i place the C4, the steve head was placed but with a pause of 1 second between clicking and placing. Then i try to detonate it but nothing happens. The head is already a steve head, then is it placed and nothing more. I have tried to change the Device_info to another head but without success. I hope anyone have an idea.
We have meanwhile another problem with the Bazooka. Despite the Explosion_No_Grief node, the Bazooka breaks blocks in our Arenas (we use Crackshot for Kits). I've tried to renew the line and the config, too, but its all the same. Please can anyone help.
Greetings KingSarkasmus PS: Sorry for my bad English, its not my native language.
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Posted May 2, 2014@omgGrim
I do not understand what you're saying, but tell me something's wrong?
@ I'm from Brazil, so it is in another language
I'm using "Skip_Name_Check: true" and still have not seen the items gun when I get the item, only when I give /shot get [weapon]
Can anyone help?
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Posted May 2, 2014@TeuzBr
Are you sure you're trying the right weapons? Looks like a few weapons don't have the skip name check module thing on it.
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Posted May 2, 2014http://pastebin.com/7srLs8ry
See what's wrong and try to help me
thank you
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Posted May 2, 2014@TeuzBr
Use this to paste your YAML file and post it it here.
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Posted May 1, 2014I'm using "Skip_Name_Check: true" and still have not seen the items gun when I get the item, only when I give /shot get [weapon]
Can anyone help?
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Posted Apr 29, 2014@FlOppythp
@chouageha
Make tickets.
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Posted Apr 28, 2014I want you to add a particle effect more than now. By now, I guess you get used to my funny English writing.
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Posted Apr 28, 2014what other plugins use crackshot?
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Posted Apr 28, 2014@JustinDoezMC
Projectile_Subtype: RANGE-RADIUS-WALLS-VICTIMS is supposed to be replaced with values for each variable.
Such as Projectile_Subtype: 1-2-0-1