
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.
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, orCZ550Scope.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
Read next
Recipe: directional or proximity mine
Start from
CLAYMORE.ymlBOUNCING_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.ymlAIRSTRIKE_CASE.ymlEXAMPLE_MORTAR_SKYSELECT.ymlMORTAR_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
Read next
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
Read next
Recipe: bandage, med kit, or support consumable
Start from
BANDAGE.ymlMED_KIT.ymlADVANCED_MED_KIT.ymlEXAMPLE_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.ymlBREACH_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
Read next
Recipe: wand, staff, or magic relic
Start from
ARCANE_WAND.ymlAETHER_SCEPTER.ymlBLOCK_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
Read next
Recipe: hybrid melee and magic item
Start from
ARCANE_RECALL_KNIFE.ymlARCANE_RECALL_TOMAHAWK.ymlBREACH_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
- choose one example base file
- strip out what your item does not need
- get one working in-game version first
- 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.

