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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.

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.

Weapon Authoring

Weapon Archetype Recipes

Choose the right example pattern for rifles, launchers, planted devices, support callers, mounted rigs, melee tools, and magic items.

If you are not sure which Duck Shot file to copy first, start here.

The fastest way to build clean content is to copy the example file that already matches the item fantasy you want.

This page is the public recipe guide for doing that.

Rule one: copy the closest example, not the loudest one

If you want:

  • a rifle, start from a rifle
  • a grenade, start from a grenade
  • a mine, start from a mine
  • a mounted gun, start from a mounted gun
  • a wand, start from a wand

That sounds obvious, but it prevents a huge amount of confusion.

Recipe: automatic rifle

Start from

  • EXAMPLE_BASIC_FIREARM.yml
  • then compare against M4A1.yml

Use this archetype when

  • the weapon is magazine-fed
  • the player expects ADS
  • recoil, spread, reload, and ammo identity matter

Recipe: precision rifle or marksman weapon

Start from

  • a simple rifle example first
  • then compare against DMR.yml, MSR.yml, or CZ550Scope.yml

Use this archetype when

  • the weapon should reward deliberate shots
  • ADS matters heavily
  • movement penalties should matter more than on a carbine

Recipe: projectile or launcher weapon

Start from

  • EXAMPLE_PROJECTILE_V2.yml

Use this archetype when

  • the projectile is the star of the design
  • homing, arc, ricochet, or shell behavior matters more than ordinary bullet feel

Recipe: cooked grenade

Start from

  • EXAMPLE_THROWABLE_COOK.yml

Use this archetype when

  • the player should prime the item before release
  • bounce and fuse timing are part of the skill expression

Recipe: flashbang

Start from

  • EXAMPLE_FLASHBANG_A.yml

Use this archetype when

  • the item should disorient instead of kill
  • the flash effect matters as much as the throw

Recipe: planted charge or remote explosive

Start from

  • C4.yml

Use this archetype when

  • placement matters
  • the player should decide when to detonate
  • pickup or pack-up behavior matters

Recipe: directional or proximity mine

Start from

  • CLAYMORE.yml
  • BOUNCING_BETTY.yml

Use this archetype when

  • the device should watch space after planting
  • proximity is the fantasy
  • direction or pop-up timing matters

Pick the right file

Use CLAYMORE.yml when:

  • the device should hold a lane
  • forward-facing pressure matters

Use BOUNCING_BETTY.yml when:

  • the device should threaten all directions
  • the pop-up moment is part of the feel

Recipe: support flare, strike case, or mortar caller

Start from

  • AIRSTRIKE_MARKER.yml
  • AIRSTRIKE_CASE.yml
  • EXAMPLE_MORTAR_SKYSELECT.yml
  • MORTAR_STATION.yml

Use this archetype when

  • the player is calling support, not firing a normal shot
  • the target location matters more than recoil or magazine identity

Pick the right file

Use AIRSTRIKE_MARKER.yml when:

  • the item should be thrown first
  • the strike should resolve from the landing point

Use AIRSTRIKE_CASE.yml when:

  • the item should open targeting directly
  • the player should feel like a commander using a handheld case

Use EXAMPLE_MORTAR_SKYSELECT.yml or MORTAR_STATION.yml when:

  • the support item should be planted or station-like

Recipe: mounted emplacement

Start from

  • MOUNTED_MG.yml

Use this archetype when

  • the player should deploy the weapon
  • the player should mount it directly
  • mobility should be traded for output

Recipe: bandage, med kit, or support consumable

Start from

  • BANDAGE.yml
  • MED_KIT.yml
  • ADVANCED_MED_KIT.yml
  • EXAMPLE_CONSUMABLE.yml

Use this archetype when

  • the item is really support gear
  • healing, shielding, or ally utility matters more than damage

Recipe: grapple or traversal tool

Start from

  • DUQS_GRAPPLE_BASIC.yml

Use this archetype when

  • the point of the item is movement or pulling
  • the "shot" is really a utility hook

Recipe: melee weapon or breaching tool

Start from

  • COMBAT_KNIFE.yml
  • BREACH_HAMMER.yml

Use this archetype when

  • close-range contact is the fantasy
  • block-hit reactions matter
  • the item should feel physical instead of ballistic

Pick the right file

Use COMBAT_KNIFE.yml when:

  • the item should be fast
  • the config should stay light

Use BREACH_HAMMER.yml when:

  • the item should slam, shove, or breach
  • block-hit spectacle matters

Recipe: wand, staff, or magic relic

Start from

  • ARCANE_WAND.yml
  • AETHER_SCEPTER.yml
  • BLOCK_LEVITATOR_WAND.yml

Use this archetype when

  • the item is spell-first instead of gun-first
  • right-click and shift-right-click casts are the point
  • particles and status effects matter more than magazine flow

Pick the right file

Use ARCANE_WAND.yml when:

  • you want a clean damage-plus-control wand

Use AETHER_SCEPTER.yml when:

  • you want a heavier staff feel
  • a melee fallback still matters

Use BLOCK_LEVITATOR_WAND.yml when:

  • utility manipulation is the main idea

Recipe: hybrid melee and magic item

Start from

  • ARCANE_RECALL_KNIFE.yml
  • ARCANE_RECALL_TOMAHAWK.yml
  • BREACH_HAMMER.yml

Use this archetype when

  • the item should have a true melee lane
  • it should also keep a distinct power on right click or shift-right click

A simple decision map

If the item should:

  • shoot bullets: start with the rifle path
  • launch a custom payload: start with the projectile path
  • prime and throw: start with the grenade path
  • blind and disorient: start with the flashbang path
  • sit in the world and wait: start with the planted-device path
  • call remote support: start with the support-caller path
  • hold a lane after deployment: start with the mounted path
  • move players or items: start with the grapple path
  • cast spells: start with the wand or staff path
  • hit at close range: start with the melee path

Good recipe workflow

  1. choose one example base file
  2. strip out what your item does not need
  3. get one working in-game version first
  4. only then add premium systems like visual states, advanced particles, crater logic, or staged sounds

That order keeps the file readable and keeps debugging sane.