
Wiki
Duck Shot Wiki
Public setup, weapon authoring, combat systems, particles, admin help, and troubleshooting for Duck Shot.
Getting Started
Start here for installation, first boot, and your first working Duck Shot weapon.
Weapon Authoring
Learn the actual weapon-file structure, support files, and player-side feedback systems.
Example Library and Pack Planning
Separate the public starter pack, the deeper example library, and your own server-only content so the docs stay honest and useful.
Combat Systems
Tune firing, impacts, special utility items, and the Particles v2 effect stack.
Server Operations
Handle permissions, runtime tools, integrations, and real troubleshooting on live servers.
Duck Shot is the authored combat ecosystem inside Block Arsenal. It is the layer for firearms, throwables, planted explosives, grapples, melee tools, magic relics, support callers, advanced projectile behavior, and the feedback systems that make all of that feel like one deliberate combat language.
This wiki mirrors the public Duck Shot download page and exists for the moment you want to move from "this sounds useful" into "I know exactly how to roll it out, author it, and support it."
Start here
If you are brand new to Duck Shot, use this order:
1. Get first boot clean
Start with install and First Boot so the folder generates cleanly and the first commands, files, and test loop already make sense.
Before you decide what should ship by default
Use Public and Server Release Distributions to understand the selected public starter release versus the full server/master release.
2. Set the global rules before you touch a weapon file
Use global Config and Runtime first. Duck Shot works best when the server-wide rules are stable before you branch into authored content.
3. Build one dependable first weapon
Follow first Weapon Walkthrough so the first live item proves reload flow, action-bar feedback, and basic combat readability.
4. Keep the authoring structure beside you
Use weapon File Structure as the anchor page while you build. It is the fastest way to stay oriented once ammo, attachments, classifications, and visuals all enter the conversation.
5. Branch into the combat family you actually need
Move into the relevant content lane only after the core loop already works:
- firearms: fire, Recoil, and Aim
- throwables and payloads: throwables, Explosives, and Flashbangs
- mounted systems: mounted Guns and Deployable Emplacements
- melee: melee Weapons, Breach Tools, and Hybrid Actions
- magic items: magic Casters, Wands, Staffs, and Spell Actions
What you'll find here
- roll out Duck Shot in a clean first-boot sequence
- understand the file structure behind the arsenal
- author weapons, support files, visuals, and classifications without losing track of the system
- grow from one working combat loop into a much larger ecosystem with intention
- troubleshoot the live server when a combat lane misbehaves
The file map that matters most
Most real Duck Shot servers keep coming back to the same core file set:
config.ymlfor global behavior and server-wide combat rulesweapons/*.ymlfor the actual item and weapon definitionsammos.ymlfor ammo families and variantsattachments.ymlfor conversions and upgrade pathsclassifications.ymlfor tags, groups, slot behavior, and shared identitygui.ymlfor the in-game arsenal browser and live tuningprojectiles.ymlfor shared projectile behaviorparticles.ymlandparticles_presets.ymlfor the FX libraryvisual_states.ymlfor model states, ammo detail states, and shot-flash behaviorintegrations.ymlfor integration bridges such as Airdrops and WorldGuard
Duck Shot gets much easier to manage once you stop thinking of those as random files and start treating them as one authored backbone.
Documentation map
Getting Started
Authoring Backbone
- weapon File Structure
- ammo, Attachments, and Classifications
- ammo Families, Variants, and Custom Rounds
- attachment Recipes, Conversions, and Upgrade Paths
- classifications, Groups, Lore, and Held Hooks
- gui Browser, Live Tuning, and Categories
- visual States and Animated Models
Combat Families
- fire, Recoil, and Aim
- throwables, Explosives, and Flashbangs
- planted Charges, Mines, and Proximity Devices
- mounted Guns and Deployable Emplacements
- melee Weapons, Breach Tools, and Hybrid Actions
- magic Casters, Wands, Staffs, and Spell Actions
- sky Select, Airstrikes, and Support Callers
Operations and Expansion
- admin Commands and Permissions
- integrations and Troubleshooting
- integration bridges, Airdrops, WorldGuard, and Vehicle MC
Recommended order
If you are rolling Duck Shot onto a live server
- install and First Boot
- global Config and Runtime
- admin Commands and Permissions
- integrations and Troubleshooting
If you are authoring your first real weapons
- first Weapon Walkthrough
- weapon File Structure
- ammo, Attachments, and Classifications
- visual States and Animated Models
If you are expanding into a larger combat ecosystem
- loadouts, Support Items, and Classification Design
- particles v2 and FX
- conditional Rules and Context-Aware Weapons
- integration bridges, Airdrops, WorldGuard, and Vehicle MC
Quick help
If a weapon is not firing, a held item is not being recognized, or a bridge is behaving strangely, jump straight to integrations and Troubleshooting.

