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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 supports a full planted-device lane, and it covers more than one fantasy.
The example files already show three distinct families:
- remote charges like
C4.yml - directional proximity devices like
CLAYMORE.yml - pop-up mines like
BOUNCING_BETTY.yml
These all use some of the same planting mechanics, but they should not be authored as if they are the same item.
What the plant system actually does
At the public-authoring level, the planted-device workflow usually starts here:
projectile:
type: THROWN_DISPLAY
explosion:
plant:
enabled: trueThat turns the item into something that can:
- land and remain in the world
- arm or wait
- show a planted display model
- detonate on timer, input, or proximity
- optionally be picked back up
The three main planted-device patterns
Remote charge
Best example:
C4.yml
Use when:
- the player should choose when the blast happens
- planting location matters
- retrieving or packing the charge matters
Directional proximity mine
Best example:
CLAYMORE.yml
Use when:
- the item should watch a lane
- facing direction matters
- the detonation should feel forward-focused
Pop-up mine
Best example:
BOUNCING_BETTY.yml
Use when:
- the device should spring up before it explodes
- the danger should read in every direction
- the planted item is supposed to punish movement through the area
The core planted-device knobs
fuse_ticks
This changes the whole interaction model.
- negative values are used for remote-detonation patterns
- positive values are good for armed timers or short trigger delays
sticky
Use this when the charge should stay attached to the contacted surface.
ground_only
Good for mines and anti-personnel devices that should not end up on walls or ceilings.
persistent
Use this carefully. Most fast-session devices should clean themselves up instead of staying forever.
pack_up_delay_ticks
How long the player has to commit before picking the device back up.
display
This decides what the planted device actually looks like in the world:
- item or block display mode
- model data
- scale
- surface alignment
- ground-centering
- throw-facing orientation
proximity
This is the heart of mines and trigger devices:
radius_blocksfov_degreescheck_interval_ticksignore_ownerrequire_line_of_sight
Those knobs decide whether the device feels fair, twitchy, directional, or too easy to dodge.
Copyable remote-charge pattern
Use this when you want a true planted charge with manual detonation.
projectile:
type: THROWN_DISPLAY
speed: 1.15
gravity: true
explosion:
power: 4.0
break_blocks: false
plant:
enabled: true
fuse_ticks: -1
sticky: true
held_model_data_idle: 2
held_model_data_armed: 3
auto_detonate_after_ticks: 36000
pack_up_delay_ticks: 8
pack_look_range_blocks: 6.0
display:
mode: ITEM_DISPLAY
material: COPPER_INGOT
custom_model_data: 2
scale: 0.9
align_to_surface: true
face_throw_direction: trueWhy this works:
- the charge stays readable in hand and in world
- the player controls detonation timing
- pickup and cleanup behavior stay explicit
Copyable directional-mine pattern
Use this when you want a planted lane-control device instead of a manual charge.
projectile:
type: THROWN_DISPLAY
speed: 0.55
gravity: true
explosion:
power: 4.0
break_blocks: false
plant:
enabled: true
fuse_ticks: 10
sticky: true
ground_only: true
cleanup_after_ticks: 6000
proximity:
enabled: true
radius_blocks: 6.0
fov_degrees: 120.0
check_interval_ticks: 5
ignore_owner: true
require_line_of_sight: trueWhy this works:
- the facing direction matters
- the trigger window is readable
- the device feels like a lane trap, not a universal blast
Copyable pop-up-mine pattern
Use this when the device should jump before detonation.
projectile:
type: THROWN_DISPLAY
speed: 0.55
gravity: true
explosion:
power: 4.0
break_blocks: false
plant:
enabled: true
fuse_ticks: 10
sticky: true
ground_only: true
proximity:
enabled: true
radius_blocks: 4.0
fov_degrees: 360.0
check_interval_ticks: 5
bounce_height: 1.3
bounce_delay_ticks: 10
bounce_spin_degrees_per_tick: 24.0Why this works:
- the device has a readable pop-up identity
- the blast reads differently from a claymore
- the behavior stays understandable from the config
Directional vs omnidirectional devices
Use directional proximity when:
- you want careful placement to matter
- the item is supposed to hold a lane
- flanking should still work
Use omnidirectional proximity when:
- the device is supposed to punish anyone entering the radius
- the bounce or airburst moment is part of the fantasy
Pack-up and cleanup matter more than people think
Planted devices feel much better when the player can understand:
- how to pick them back up
- how far away they can do it
- when they self-clean
- what happens on owner death or quit
Those are not tiny admin details. They are part of the live-server experience.
Do not confuse planted devices with support callers
Some support items also use planted logic, but the purpose is different.
Example:
AIRSTRIKE_MARKER.ymluses planted behavior to anchor a support effect
That does not make it a mine or charge. It is still a support caller and should be documented that way.
Common mistakes
Making every planted explosive remote
If the item is supposed to be a mine, let the world or enemy movement trigger it.
Forgetting owner safeguards
Ignoring owner-death or owner-quit behavior can leave devices stranded in ugly ways.
Making proximity too broad
Big radius plus wide FOV plus fast polling often makes a mine feel unfair.

