Skip to main content
Duck Shot wiki

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.

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.

Server Operations

Handle permissions, runtime tools, integrations, and real troubleshooting on live servers.

Server Operations

Integrations and Troubleshooting

Fix real server issues around WorldGuard, Airdrops, permissions, regions, FX, and item behavior.

This page is the practical "what is wrong and where do I look first?" guide for Duck Shot.

Supported integrations

Duck Shot includes optional runtime bridges for:

  • MCWAR-Airdrops
  • WorldGuard

Those settings live in integrations.yml.

Airdrops integration

Duck Shot can trigger airdrop-related behavior through the airdrops bridge:

YAML
airdrops:
  enabled: true
  plugin_names:
    - "MCWAR-Airdrops"

If the external plugin is missing, Duck Shot safely leaves the bridge inactive.

Important practical knobs include:

  • default_mode
  • default_crate_type
  • actionbar_feedback.enabled
  • actionbar_feedback.template

That means an airdrop-capable item can give the player immediate confirmation instead of leaving them guessing whether the call-in actually worked.

WorldGuard integration

Duck Shot can also respect WorldGuard region-state flags:

YAML
world_guard_guards:
  enabled: true

Important flag names include:

  • duckshot-use-weapon
  • duckshot-shoot
  • duckshot-explosion-block-damage
  • duckshot-explosion-block-rebuild
  • duckshot-block-hit-damage
  • duckshot-shrapnel-spawn
  • duckshot-fx-entity-spawn
  • duckshot-projectile-entity-damage
  • duckshot-impact-effects

If a weapon behaves correctly in one region but not another, this is one of the first places to check.

Important operator-side details:

  • the integration is optional
  • the current bridge is designed to fail open when WorldGuard is absent
  • default_allow_if_unset controls what happens if a custom flag is missing
  • ignore_player_bypass decides whether admin bypass should still ignore region restrictions

Common problems

Weapon does nothing when held

Check these first:

  • the item was given through a proper Duck Shot flow
  • strict_item_identification is still enabled
  • the player has duckshot.use
  • the region is not blocking weapon usage

Reload is not triggering

Check:

  • reload_trigger
  • whether the player is using the correct key
  • whether another plugin is swallowing the same input
  • whether the weapon actually has an ammo block

If the item uses alternate actions or special input routing, also check the weapon-side input: block and the plugin-wide input.* config section.

Weapon fires but feels silent or flat

Check:

  • the weapon sounds block
  • global effects.sounds.enabled
  • per-event distance caps
  • muffled or underwater behavior

Particles are too heavy or not showing

Check:

  • effects.particles_v2.enabled
  • weapon particles_v2.enabled
  • whether the selected profile id exists
  • whether the global limits are too strict

If needed, use:

  • /duckshot particles list
  • /duckshot particles test <profileIdOrPrefix> [emit|play]

Grapple is failing on obvious surfaces

Check:

  • require_line_of_sight
  • range_blocks
  • target allow flags
  • arrival distances and pull limits

Optic or flashlight behavior is not matching the design

Check:

  • aim.zoom_levels
  • aim.effects.night_vision
  • aim.effects.thermal
  • modules.flashlight
  • whether the required alternate input bind is actually reachable on your server

If a flashlight or special optic works in YAML but never activates in practice, the problem is often the input lane, not the module itself.

Airdrop or support call-in does nothing

Check:

  • integrations.yml
  • whether the external airdrop plugin is installed under a matching name
  • default_mode and any item-specific integration block
  • whether action-bar confirmation is enabled

If the item is supposed to call support and there is no feedback at all, the bridge may simply be inactive.

A weapon behaves differently in one context than another

Check:

  • the weapon conditions: block
  • animated_state.conditions
  • environmental rules like underwater, indoors, require_night, or nearby_mobs

Duck Shot can intentionally change weapon behavior based on context, so not every "inconsistent" result is a bug.

Flashbang is too weak or too strong

Check:

  • radius_blocks
  • blind_ticks
  • darkness_ticks
  • overlay size and duration

Explosions are damaging terrain when they should not

Check:

  • break_blocks
  • projectile.explosion.blocks.enabled
  • WorldGuard region flags
  1. confirm the item is a real Duck Shot item
  2. confirm the player has the right permission
  3. confirm the weapon file loaded
  4. confirm no region or integration is blocking behavior
  5. confirm no condition rule is changing or blocking the action
  6. confirm the feature's specific config block is actually enabled

Server-owner mindset

Most Duck Shot problems come from one of four sources:

  • wrong item
  • wrong permission
  • wrong region rule
  • wrong YAML path
  • a condition rule doing exactly what it was told to do

Start there before assuming the plugin itself is broken.