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.
Live demo
Visit jectile.com for zombie survival and genuine Call of Duty in Minecraft.
Specialties
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.
This looks pretty cool, I'll test it on my server, and report back how it goes.
@Shampaggon
not sure what im doing wrong but its still not working for me >.<.
Oh sorry. :) I didn't see it.
@tomori_peti
Read "Known issues". It's a visual bug concerning Minecraft itself.
If i don't use zoom but sometimes it happens with zoom too i target a zombie shoot and i hit it but the snowball fly away to left or right corner. I see that the zombie is damaged but the snowball fly away. I tested it andt it happens only when you don't shoot in a straight line (have some degree difference between the main cardinals). At some point the snowball change it's way and with a sharp curva turn to left or right, highly improves it's speed and fly away from my visual range.
@Shampaggon
np mate, i thought i was doing it wrong >.< thats why i asked
@delsolsi213
Thank you for telling me this. You are absolutely correct in the way you set it up.
I had commented out a line of code that affected the functionality of weapon stores for debugging purposes, and I've forgotten to undo that before uploading the plugin. Version 0.81 will resolve this issue, and will be released as soon as it has been approved.
@Shampaggon
is not inside the module it just didnt paste correctly here >.< i have it the same way as you but its the last module instead of the first 1 like your example.
well when i make the sign, it doesnt say anything about being created and doesnt work when i right or left click the sign.
@delsolsi213
Mmm... I'm afraid it doesn't quite work that way. You cannot place a module (SignShops:) within another module (Hit_Events:). You must keep them separate, like so:
Edit: I may have misunderstood you. If they were in fact separated, can you clarify what the problem is? What did you do, and what was the expected result?
@tomori_peti
That's kind of you to say. A few questions though: by "fly to hell", do you mean the snowballs are dropping straight down? In other words, the speed of the projectile is 0? Also, were there any specific errors in the console before you changed the configuration's format?
i cant get the shop option to work :/ heres how i add it.
i added it under hit events in the ak-47 to test it and i cant get it to work Hit_Events: Enable: true Sounds_Shooter: SHOOT_ARROW-2-2-0 SignShops: Enable: true Price: 266-12 Sign_Gun_ID: 1
Very good plugin good job Shampaggon! :D Some issue: - The snowballs fly to the hell - We need to set the config.yml-s format to Utf-8 to start the plugin. But absolutely good job.
This is really nice. Documentation is neatly written even before the plugins is released. Any ETA when the plugins will be released ?