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 Aug 20, 2013@Rickyling
you can do that by just creating a module for the ammo.. for instance, i used seeds as .22 rounds so you just do something like this:
With this, any seeds picked up automatically are renamed to .22 rounds Just use the Skip_Name_Check: true The only hiccup is that it will say "Seeds" for just a second until the plugin kicks in and renames it, often causing two different stacks of ammo, one renamed and one that is waiting to be named seeds when you scroll over it. :P
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Posted Aug 20, 2013TY
skype pls, very important... stay on if i am not on, i will eventually get on, k.
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Posted Aug 19, 2013One question ive been wondering
Is explosion damage effected by how much damage a weapon does?
I know you can give an explosion a damage percentage, but i would like to know how to figure out a hard number, to see how much damage an explosion really does
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Posted Aug 19, 2013@Acasher
Thank you very much! @devs: could you add a durability bar, like it is with tools? sry 4 bad english, I'm in a hurry
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Posted Aug 19, 2013Is there a way to get rid of the kill streak thing in out name and in the right side of the screen ?
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Posted Aug 19, 2013@M7ASPilot
You have to use " ~ " instead of " : " in Crackshot.
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Posted Aug 19, 2013I'm trying to set ammo to a weapon. When I use an item like string (ID 287) it works fine. When I reload the gun it uses that item for ammo. When I try to associate an item with a colin in the ID, it doesn't make the connection [ex. Ghast Tear (ID 383:56)]. Do I need to input "383:56" into the weapons.yml file in some other format, or can i not use these items as ammo?
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Posted Aug 19, 2013@MGbeenieboy
You literally only need to paste FOUR LINES into your configuration.
Try harder, mate.
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Posted Aug 19, 2013Sorry for spam, but I still don't get it!! I want to configure crafting recipes for the guns. But where? It seems that the modules have to be installed. But how? O.o Sorry, I tried with the github site, google and youtube :/
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Posted Aug 19, 2013@Acasher
It does actually.
Try splashing yourself with a invisibility 6:00, when you're down to 4:00. It'll set it back to 6:00 (thereabouts, more like 5:14.)
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Posted Aug 19, 2013Hey everybody, I have a question. Has anyone else noticed that potion effects do not replace each other ? It's a problem that's plagued me no matter where and what edition I've run of Crackshot. If you don't know what I mean, I mean that if you make an item that gives you 5 seconds of invisibility , use it , and then use it again while the invisibility is still going, it does not affect the potion timer at all, meaning it won't replenish the effect.
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Posted Aug 18, 2013Only problem I'M having is when you zoom, it zooms out automatically. But when I zoom on my test server it works perfectly. Please help me fix!
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Posted Aug 18, 2013This plugin just made my day.
Amazing, awesome, epic. thanks!
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Posted Aug 18, 2013You need something like Take_Ammo_On_Reload: true and Take_Ammo_As_Magazine: true
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Posted Aug 18, 2013HELP Ammo: Enable: true Ammo_Item_ID: 370 Sounds_Out_Of_Ammo: NOTE_PLING-1-2-0 Sounds_Shoot_With_No_Ammo: NOTE_STICKS-1-2-0 Im trying to set up so that on reload, ammo will be tooken out, and on the type-95 it works, but when I copy the moduel it says I need to have stuff to true BUT it doesn't do that for the type-95
Join my Server HydroPvP.org
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Posted Aug 18, 2013@Conorserver
thats something the chestregen developer has to fix, since he probably needs to make it so his plugin supports custom items or items with custom names
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Posted Aug 18, 2013When i put a Crackshot gun in a ChestRegen regen chest it doesn't work when i take it out......
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Posted Aug 17, 2013@Jexter_
Use other methods, like:
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Posted Aug 17, 2013@Acasher
I realize that would work but the only problem is I have 120 guns and half of them are tools and I couldnt change them.
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Posted Aug 17, 2013@Jexter_
Hmm... use Skip_Name_Check, but do not use block/durability items for Item_Type.
For example, set Item_Type to 417
~20 and Skip_Name_Check to true for some weapon. Now give players 417:20 using another plugin. That item will automatically turn into the weapon.