
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 feels polished when the player always understands what the weapon is doing. The three biggest feedback layers are:
- action bar state
- staged sounds
- impact and status feedback
Action bar basics
Duck Shot includes a flexible MiniMessage-driven action bar.
Example global template:
action_bar:
enabled: true
template: "{gun_display} <dark_gray>|</dark_gray> {ammo_display} {state} {status}"Useful placeholders
Common action bar placeholders include:
{gun}{gun_display}{ammo}{mag}{bar}{ammo_display}{state}{status}
These let you present a simple readout or a much more stylized combat HUD.
The action bar knobs that matter most
The global config already exposes the big layout controls:
templateammo_display_modeammo_numeric_formatammo_bar_segmentsammo_bar_symbol- state and status colors
ammo_display_mode
NUMERICis cleaner for precision or tactical packsBARis more visual and game-likeBOTHis the most informative default
aux_text
This is especially useful for items that are not normal magazine-fed guns:
- flashbangs
- grapples
- med kits
- airstrike markers
- C4
Good aux_text explains intent fast, like:
RMB throwRMB plant / LMB detonateRMB cast
Per-weapon action bar override
You can override the global behavior per weapon:
action_bar:
enabled: true
ammo_display_mode: NUMERIC
ammo_numeric_format: "<gray>{ammo}</gray>/<gray>{mag}</gray>"
aux_text: "<gray>RMB cast</gray>"That is especially useful for tools, grapples, or thrown items that should not look like standard magazine-fed firearms.
Empty, reload, and no-ammo states
Duck Shot supports separate visual feedback for:
- normal ready state
- reloading
- empty clicks
- no ammo in inventory
This matters because those are not the same player problem:
emptymeans the magazine is dryno ammomeans the inventory cannot refill itreloadingmeans the state is already resolving
If those all look the same, the weapon feels worse than it actually is.
Throwable and utility feedback
Duck Shot also supports purpose-built feedback such as:
- cook bars for throwables
- "no uses left" messages for utility items
- custom aux text for C4, grapples, or flashbangs
Use those to match the system instead of forcing every item into the same firearm layout.
Staged sound design
Duck Shot sound blocks can be simple or staged. Staged is usually better.
Simple example
sounds:
shoot: "minecraft:entity.generic.explode"Staged example
sounds:
shoot:
audience: WORLD
stages:
- time: 0
key: "minecraft:entity.generic.explode"
volume: 1.0
pitch: 1.0
- time: 2
key: "minecraft:block.note_block.hat"
volume: 0.6
pitch: 1.8That format lets you build layered weapon personality instead of a single flat noise.
Important sound lanes
A polished Duck Shot weapon usually thinks in layers:
shootemptyadsimpactimpact_underwaterflyby- reload or action-world events
shoot
This is the weapon's identity sound.
impact
This tells the player the shot actually connected with the world.
impact_underwater
This helps preserve readability when shots enter water or a waterlogged area.
flyby
This makes incoming rounds feel dangerous to nearby players even when they are not hit.
Audience rules
Use audience intentionally:
PLAYERfor local handling soundsWORLDfor sounds other players should hear
This matters a lot for ADS clicks, reload layers, and empty-click feedback.
Good rule of thumb:
- use
PLAYERfor handling sounds the shooter should own - use
WORLDfor report, impact, and combat-space feedback - use both carefully when the same event needs local feel and world presence
Spatial sound
Duck Shot includes a strong spatial sound system for near, mid, far, and distant-crack playback.
Example per-weapon override:
sounds:
spatial:
enabled: true
near_max: 30.0
mid_max: 65.0
far_max: 90.0
crack_min: 130.0
crack_max: 500.0This is what keeps large firefights from sounding flat or collapsing into the same short-range mix.
The spatial knobs that matter most
The global config and the current example weapon files expose the important battlefield-audio controls directly:
distance_capnear_maxmid_maxfar_maxcrack_mincrack_maxsource_pos_max_distancesecondary_stage_distance_cap
How to interpret them:
near_max,mid_max, andfar_maxdecide where the weapon stops sounding like a close report and starts sounding like range or battlefield audiocrack_minandcrack_maxcontrol when the distant crack can take oversource_pos_max_distancehelps preserve directionality nearby before the system shifts toward listener-local playbacksecondary_stage_distance_capprevents delicate close-mechanical layers from traveling unrealistically far
How to read the spatial stack
Duck Shot uses several sound spaces:
- near
- mid
- far
- distant crack
- muffled
- indoor
Near / mid / far
These let one weapon feel believable at multiple ranges.
Distant crack
This is the long-range punctuation that makes a battlefield feel alive instead of muted.
Muffled
This helps when the shooter is behind structure or the sound should feel damped by environment.
Indoor
This is where you shape out-in, in-out, and in-in playback so interiors do not sound identical to open terrain.
World-event sound lanes
Duck Shot also supports "world event" audio that is not the same as the main shot report.
In the current spatial stack, that includes things like:
- reload sounds heard nearby in the world
- action or handling sounds heard nearby in the world
- explosion world-event cues
Important knobs live under world_events:
reload_enabledaction_enabledexplosion_enabledreload_distance_capaction_distance_capexplosion_distance_capmute_when_occludedmute_underwater
Why this matters:
- a reload should not sound like a full rifle report
- nearby handling should still make a firefight feel alive
- explosions often need their own distance caps from weapon-handling sounds
Sound limits and queueing
Duck Shot also includes protection layers so big firefights do not turn into audio spam.
The important global controls include:
shooter_prioritylimitsqueue
Interpretation:
shooter_priorityprotects the local player's own mix so it does not get buried by every remote shotlimitsprevent floods of duplicate sound packetsqueuesmooths bursts of sound events instead of slamming everything into the same instant
That is not just technical cleanup. It is part of why the plugin can sound expensive instead of chaotic.
Example: why one sound setup feels better than another
If you only define one shoot sound, the weapon can work, but it often feels flat.
If you define:
- a strong primary shot
- a spatial stack
- distant crack
- muffled handling
- indoor logic
the same weapon suddenly feels expensive and grounded.
Example: what a heavy weapon should sound like
The example M240.yml is a good example of how sound sells item identity.
Why it works:
- the base report is loud and layered
- the distant-crack range is pushed farther out than a lighter sidearm
- muffled and indoor behavior stay defined
- world-event reload and action sounds are still present, but limited
That is why the same plugin can make a pistol feel tight and a heavy weapon feel like it owns space.
Good feedback habits
Give every important state a sound
At minimum, most weapons benefit from:
shootemptyimpactimpact_underwaterads
Use action bar changes for clarity
If the player can reload, prime, detonate, cook, or cast, the action bar should help explain it.
Make special tools read differently
Grapples, C4, and flashbangs should not pretend to be normal rifles. Give them purpose-built action bar text and sound logic.
Match audio scale to item scale
Sidearm, rifle, heavy weapon, flashbang, mortar marker, and med kit should not all occupy the same sonic lane.
If the item fantasy changes, the sound language should change too.
Use action bar and sound together
The best Duck Shot items do not rely on just one feedback system.
For example:
- a flashbang should show intent in the action bar and sound dangerous
- a C4 charge should clearly advertise plant and detonate states
- a grapple should feel like a traversal tool, not a dry rifle with weird stats

