
CombatGunSSS
Adds 45 unique guns to Minecraft, each with custom damage, recoil, fire rate, and reload mechanics, enhancing combat with balanced gameplay, multiple weapon types, and flexible customization for varied playstyles
🔫 CombatGunSSS
CombatGunSSS is a high-performance, feature-rich Minecraft gun plugin designed for modern servers (1.21+). It brings a tactical, realistic combat experience with 45 uniquely configured weapons (39 firearms + 6 melee), advanced crafting mechanics, optimized hitscan technology, a full custom events API, and a growing ecosystem of plugin integrations.
🌟 Key Features
- 🎯 Tactical Combat: Realistic hitscan mechanics with accurate recoil, bullet spread, and headshot multipliers.
- ⚔️ Melee System: Left-click melee combat with range check, knockback, and separate cooldown system.
- 🛡️ Advanced Penetration: Projectiles can pass through "soft" blocks and multiple entities based on individual gun stats.
- 🩸 Progressive Damage: Distance-based Damage Falloff and configurable Knockback intensities.
- 🛠️ Two-Tier Crafting System:
- Vanilla Workbench: Craft basic components with official Recipe Book support.
- Mechanical Crafting Table: A custom 21-slot industrial GUI for assembling advanced firearms.
- 📂 Interactive Recipe Browser: Built-in visual guide inside the Mechanical Crafting Table — no commands needed!
- 📦 45 Built-in Weapons: 39 ranged guns + 6 melee weapons with burst-fire, shotgun pellets, and melee logic.
- 📉 Durability System: Weapons can have limited usage and require repairs (fully configurable).
- 📊 Persistent HUD: Real-time action bar showing gun name (rarity-colored), visual ammo bar, current/max ammo, and reserve count.
- 🔄 Auto-Reload: Automatically reloads after firing the last round (toggleable).
- 🗺️ WorldGuard Integration: Block gun use inside protected regions with a custom
gun-shootingflag. - 💰 Vault Shop: Players purchase weapons via
/gun buy <id>using server economy. - 📋 PlaceholderAPI: 8 real-time placeholders for scoreboards, HUDs, and TAB plugins.
- 🎯 ADS (Aim Down Sights): Per-gun aim-down-sights system. Shift+Right-click to toggle — reduces spread and applies movement penalty.
- 🩸 Bleeding: Optional damage-over-time on bullet hit. Cured by holding a bandage and pressing
[F]. - 🎒 Ammo Pouch: Compressed ammo bag. Shift+Right-click to unpack into inventory. Give via
/gun givepouch. - 🌐 Multi-Language (i18n): All messages live in
lang/en.ymlorlang/vi.yml. Add your own translation file. - 🛡️ Anti-Cheat: Automatic exemptions for Vulcan and Matrix to prevent recoil false-positives.
- 🔌 Developer API: Full custom events —
GunShootEvent,GunReloadEvent,GunHitEvent,GunHeadshotEvent. - 🤝 Friendly Fire Control: Toggle friendly fire on/off with scoreboard team or permission-group detection.
- 🎨 Toggleable Effects: Every particle and sound effect can be individually enabled/disabled. Includes a master
sound_volumecontrol. - 💀 Custom Kill Messages: Death messages show killer name, weapon name (colored by rarity), and headshot indicator.
🎮 Player Controls
| Action | Control |
|---|---|
| Shoot | Right Click |
| Reload | Swap Hand Key [F] |
| Melee Attack | Left Click |
| Buy a weapon | /gun buy <id> |
| Crafting | Right Click on Mechanical Crafting Table |
🔫 Weapon Categories
Ranged Weapons (39)
- Assault Rifles: AK47, M4A1, SCAR, AUG, FAMAS, G36, Groza, AN94, M14, ParaFAL, XM8, Kingfisher
- SMGs: MP5, P90, Vector, Bizon, UMP, Thompson, MAC-10, MP40, VSS, CG15
- Snipers: AWM, M24, Kar98k, M82B, M107, VSK94
- Shotguns: M1014, SPAS-12, MAG-7, M1887, M590, Trogon
- Pistols: Desert Eagle, G18, USP, M1917, M1873, M500
Melee Weapons (6)
- Bat: Common, fast swing
- Knife: Common, highest attack speed
- Pan: Rare, defensive knockback
- Parang: Rare, balanced damage/speed
- Katana: Epic, high damage
- Scythe: Legendary, maximum damage
🔫 Technical Weapon Stats
Every weapon in CombatGunSSS features a deep set of configurable properties:
- Damage Falloff: Define exactly at what block distance damage begins to drop (
damage_falloff_start) and the minimum damage floor (min_damage_multiplier). - Recoil & Spread: Independent Pitch (vertical) and Yaw (horizontal) kick per shot, plus Movement Spread penalties while moving or jumping.
- Burst Fire: Configure weapons to fire multiple rounds per trigger pull (
burst_count) with custom delays. - Shotgun Logic: Support for multiple projectiles per shot (
projectiles_per_shot) with per-pellet damage calculation. - Durability: Set a maximum usage limit (
max_durability). Weapons will break and become unusable until repaired. - Penetration: Define how many blocks (
block_penetration) or entities (entity_penetration) a single bullet can pass through. - Melee Range: Maximum attack distance for melee weapons (default: 4 blocks).
- Knockback: Push strength for both ranged and melee weapons.
📁 Folder Structure
plugins/CombatGunSSS/
├── config.yml # Main configuration
├── guns/ # Ranged weapon configs (39 built-in + custom)
│ ├── ak47.yml
│ ├── m4a1.yml
│ └── ...
├── melees/ # Melee weapon configs (6 built-in + custom)
│ ├── katana.yml
│ ├── knife.yml
│ └── ...
└── README.md
Custom Weapons: Create your own YAML files in guns/ or melees/ folders and run /gun reload.
⚒️ Crafting Mechanics
1. Components (The Basics)
Craft raw materials like Steel Ingots, Gun Barrels, and Springs at a standard Crafting Table. These recipes are automatically unlocked in your Vanilla Recipe Book.
2. Assembly (The Advanced)
Place your components into the Mechanical Crafting Table.
- Non-grid-based: Just throw the ingredients into the 21-slot input area.
- Visual Preview: The output slot shows your gun stats before you build it.
- Recipe Guide: Click the Glowing Book icon in the station to browse all weapon requirements.
📊 Action Bar HUD
While holding any ranged weapon, CombatGunSSS displays a persistent HUD on your action bar:
🔫 AK47 ▐████████████░░░░▌ 22 / 30 • 90
- Gun name is colored by rarity: white (common) → aqua (rare) → light purple (epic) → gold (legendary).
- Visual bar transitions green → gold (≤25%) → red (≤10%) as ammo depletes.
- Reserve count turns red when you have no backup ammo left.
- The HUD automatically yields to the reload progress bar during active reloads.
combatgun:
hud:
enabled: true
update_interval_ticks: 5
🎯 ADS — Aim Down Sights
Enable ADS per gun in its YAML config:
ads:
enabled: true
spread_multiplier: 0.35 # 65% tighter accuracy while ADS
movement_penalty: 0.6 # movement speed while ADS active
Control: Shift+Right-click to toggle ADS on/off. Action bar shows 🎯 ADS [spread ×0.35].
ADS exits automatically when you switch items, teleport, or die. Scopeable sniper rifles use the traditional sneak-to-scope mechanic instead of ADS.
🩸 Bleeding
An optional damage-over-time system. When enabled, bullets hitting players have a configurable chance to cause bleeding.
combatgun:
bleeding:
enabled: true
chance: 0.15
damage_per_second: 1.0
duration_seconds: 10
cure_item: bandage
Hold a bandage (crafting component) and press [F] to cure. Bleeding stops automatically on death.
🎒 Ammo Pouch
A compressed ammo container that stores hundreds of rounds in a single slot.
/gun givepouch ar_ammo 300 PlayerName
Shift+Right-click to unpack all rounds into your inventory. Surplus rounds are left if the inventory is full.
🌐 Multi-Language
Set the active language in config.yml:
combatgun:
language: vi # en | vi | (any lang/xx.yml)
Bundled: English (en) and Tiếng Việt (vi). Add a custom translation by placing lang/xx.yml in the plugin data folder and running /gun reload.
🔌 Plugin Integrations
PlaceholderAPI
8 real-time placeholders for use in scoreboards, TAB, AdvancedHud, and similar plugins:
| Placeholder | Example | Description |
|---|---|---|
%combatgun_gun_name% | AK47 | Display name of held gun |
%combatgun_gun_id% | ak47 | Internal ID of held gun |
%combatgun_gun_rarity% | epic | Rarity of held gun |
%combatgun_ammo% | 24 | Current magazine ammo |
%combatgun_ammo_max% | 30 | Magazine capacity |
%combatgun_ammo_reserve% | 90 | Reserve ammo in inventory |
%combatgun_is_reloading% | true | Whether player is reloading |
%combatgun_is_gun% | true | Whether held item is a gun |
Vault Shop
Enable the shop in config.yml, set prices per gun, then players can buy weapons in-game:
combatgun:
shop:
enabled: true
currency_symbol: "$"
guns:
ak47: 700.0
awm: 2500.0
knife: 100.0
/gun buy ak47 # purchase for configured price
/gun buy ak47 free # admin free-give (requires combatgun.admin)
WorldGuard
The custom flag gun-shooting is automatically registered when WorldGuard is present:
/rg flag <region> gun-shooting deny # block all guns in region
/rg flag <region> gun-shooting allow # explicitly allow
/rg flag <region> gun-shooting -g # remove flag (inherit parent)
Falls back to WorldGuard's built-in PVP flag if gun-shooting is not set on a region.
Anti-Cheat (Vulcan / Matrix)
Auto-detected. When present, players are exempted from motion checks for anticheat.exempt_ticks ticks after each shot to prevent recoil from triggering false positives.
combatgun:
anticheat:
exempt_ticks: 3
📜 Commands & Permissions
| Command | Description | Permission |
|---|---|---|
/gun give <id> [player] | Give a specific weapon | combatgun.admin |
/gun giveammo <id> [amt] [player] | Give custom ammunition | combatgun.admin |
/gun givepart <id> [amt] [player] | Give crafting components | combatgun.admin |
/gun station [player] | Give the Mechanical Crafting Table | combatgun.admin |
/gun book [player] | Give the Recipe Guide Book | combatgun.admin |
/gun recipe <id> | Show the full crafting chain in chat | combatgun.admin |
/gun list [category] | View all loaded weapons | combatgun.admin |
/gun inspect [player] | View deep stats of the held weapon | combatgun.admin |
/gun reload | Reload all configurations | combatgun.admin |
/gun buy <id> | Purchase a weapon (requires Vault) | combatgun.use |
/gun givepouch <ammo_id> <amount> [player] | Give an ammo pouch | combatgun.admin |
Player Permissions
combatgun.use— Allows shooting and using guns (default:true)combatgun.use.<gun_id>— Per-gun permission node (e.g.combatgun.use.awm)
🔧 Configuration Examples
Ranged Weapon (AK47)
name: AK47
category: assault_rifles
ammo_type: ar_ammo
damage: 12
fire_rate: 10.0
magazine_size: 30
reload_time: 2.6
headshot_multiplier: 1.8
damage_falloff_start: 35.0
min_damage_multiplier: 0.5
range: 72.0
block_penetration: 0.8
entity_penetration: 0
recoil:
pitch: 1.45
yaw: 0.42
spread: 0.24
recovery: 0.80
rarity: rare
custom_model_data: 1001
sound: ENTITY_FIREWORK_ROCKET_BLAST
recipe:
station: mechanical_crafting_table
ingredients:
steel_ingot: 6
gun_barrel: 1
spring: 2
hardwood: 3
Melee Weapon (Katana)
name: Katana
category: melee
ammo_type: none
rarity: epic
damage: 10
fire_rate: 1.35
range: 4.0
knockback: 0.3
sound: ENTITY_PLAYER_ATTACK_CRIT
custom_model_data: 26002
recipe:
station: mechanical_crafting_table
ingredients:
steel_ingot: 10
carbon_fiber: 2
leather_strip: 3
blade_core: 1
🔌 Developer API
Custom Events
| Event | Cancellable | When it fires |
|---|---|---|
GunShootEvent | ✅ | Before each shot — cancel or set damage multiplier |
GunReloadEvent | ✅ | When a player starts reloading |
GunHitEvent | ❌ | After damage is applied — full damage pipeline |
GunHeadshotEvent | ❌ | When a shot lands in the head zone |
@EventHandler
public void onShoot(GunShootEvent event) {
if (isInsideArena(event.getShooter()))
event.setDamageMultiplier(2.0);
}
@EventHandler
public void onReload(GunReloadEvent event) {
if (isCapturingObjective(event.getPlayer()))
event.setCancelled(true);
}
@EventHandler
public void onHit(GunHitEvent event) {
// base damage, final damage, headshot flag, distance
plugin.getStats().record(
event.getShooter(), event.getGun().getId(),
event.getFinalDamage(), event.isHeadshot(), event.getDistance());
}
@EventHandler
public void onHeadshot(GunHeadshotEvent event) {
event.getShooter().giveExp(5);
}
API Instance
CombatGunAPI api = CombatGunAPI.getInstance();
// Query guns
GunData gun = api.getGun("ak47");
Collection<GunData> all = api.getAllGuns();
// Create items
ItemStack gunItem = api.createGunItem("ak47");
ItemStack ammo = api.createAmmoItem("ar_ammo", 30);
// Check items
boolean isGun = api.isGun(item);
String gunId = api.getGunId(item);
// Player state
boolean isReloading = api.isReloading(player.getUniqueId());
// Hook state
boolean shopEnabled = plugin.getHookManager().getVaultHook().isEnabled();
boolean wgActive = plugin.getHookManager().getWorldGuardHook().isAvailable();
🚀 Installation
- Download the
CombatGunSSS-1.1.0.jar. - Drop it into your server's
pluginsfolder. - (Optional) Install any soft-depend plugins you want: PlaceholderAPI, Vault, WorldGuard, Vulcan, Matrix.
- Restart the server to generate default configurations.
- (Optional) Add a Resource Pack to see 3D gun models.
Requirements
- Server: Paper/Spigot 1.21+
- Java: 21 or higher
- Required dependencies: None (standalone plugin)
- Optional dependencies: PlaceholderAPI, Vault + economy plugin, WorldGuard, Vulcan, Matrix
📋 Changelog
See CHANGELOG.md for the full version history.
2.0.3 — Bug-fix release: 7 bugs fixed
- Ammo Pouch no longer loses items when the inventory is full
- Reload task CPU usage reduced by 50% (changed from 1 tick to 2 tick interval)
isHeadshot()now works accurately when the player is crouchingcraftFromStation()properly rolls back ingredients if crafting failsBleedingManagernow uses wall-clock time for accurate damage even during server lagapplyRecoil()is now fully null-safe- Fixed race condition in
onItemHeldChange
2.0.2 — Hotfix: Fixed NPE when shooting caused by GunListener trying to cache HudManager before it was initialized — resolved using lazy access.
2.0.1 — Hotfix: plugin crash on startup isolated; StatsManager/HookManager failures degrade gracefully; Material.GRAY_DYE compile fix; null-safety throughout.
2.0.0 — Weapon attachments (silencer, scope, extended mag, grip); throwable items (frag, smoke, flashbang); kill stats & leaderboard (SQLite); 4 new PlaceholderAPI placeholders.
1.2.0 — ADS (Aim Down Sights) per-gun toggle; Ammo Pouch compressed item (/gun givepouch); Bleeding DoT on player hit with bandage cure; Multi-language i18n (lang/en.yml, lang/vi.yml).
1.1.0 — PlaceholderAPI expansion (8 placeholders); Vault shop (/gun buy); WorldGuard gun-shooting custom flag for region protection; Vulcan & Matrix anti-cheat exemptions on recoil; central HookManager; softdepend in plugin.yml.
1.0.3 — Persistent action bar HUD (rarity-colored name, visual ammo bar, reserve count); auto-reload when empty (toggleable); new GunHitEvent exposing full damage pipeline; GunShootEvent.getBaseDamage() for pre-shot checks.
1.0.2 — Custom events API; friendly fire toggle; toggleable effects + sound_volume; custom kill messages; AmmoManager memory leak fix; reload cancel on teleport/world change; GunData Builder pattern.
1.0.1 — Recipe Book registration fix; ammo type disambiguation fix; double-click exploit fix; debug spam removed.
🔍 Troubleshooting
Guns not working / can't shoot
- Check
combatgun.usepermission is granted to players - Make sure the world is not blacklisted in
config.yml - If using WorldGuard, check if the region has
gun-shooting deny - Try
/gun give ak47and test in a clean area - Use Paper — Spigot is not supported
Ammo not found / can't reload
- Make sure you have the correct ammo type in your inventory (e.g. AR ammo for assault rifles)
- Craft ammo at a Vanilla Crafting Table or Mechanical Crafting Table
- Check
ammo_typein the gun's YAML matches a defined ammo type inconfig.yml - Run
/gun reloadafter editing configs
Recipes not showing in crafting table
- Run
/gun reloadto re-register vanilla recipes - Give yourself the Recipe Guide Book:
/gun book - Ensure the ingredient IDs in the gun YAML match those defined in
config.yml
Ammo Pouch destroying items when inventory is full
- Fixed in 2.0.3 — update the plugin
- Partial unpacks now save remaining ammo back into the pouch instead of destroying it
Reload taking wrong amount of time / inconsistent
- Fixed in 2.0.3 — reload task now runs every 2 ticks instead of 1 (50% less CPU, same reload duration)
- If still wrong, check
reload_timein the gun's YAML (in seconds)
Headshots not registering correctly
- Fixed in 2.0.3 — crouching player hitbox now calculated correctly
- Headshot detection uses the top 20% of the entity hitbox, adjusted for crouch state
Bleeding damage lower than configured
- Fixed in 2.0.3 —
BleedingManagernow uses wall-clock time instead of tick counting - Damage is now accurate even under server lag
Plugin crashes on startup
- Fixed in 2.0.1 — startup errors are now isolated per manager
- Check console for
[CombatGunSSS]error lines indicating which manager failed - Common cause: corrupted
config.ymlor invalid gun YAML syntax - Fix the config, then restart (do not use
/reload)
NullPointerException when shooting
- Fixed in 2.0.2 — lazy HudManager access prevents NPE at startup
- If persisting: check that
HookManageris not null in the stack trace and update to latest version
Anti-cheat flagging recoil movement
- Ensure Vulcan or Matrix is listed in
softdepend(already done automatically) - Increase
combatgun.anticheat.exempt_ticksinconfig.yml(default:3) - The plugin auto-detects and registers exemptions via reflection — no API jar needed
PlaceholderAPI placeholders showing as raw text
- Install PlaceholderAPI and run
/papi reload - Ensure PlaceholderAPI is loaded before CombatGunSSS (restart, not
/reload) - Test with
/papi parse me %combatgun_gun_name%
Vault shop not working
- Make sure an economy plugin (EssentialsX, CMI, etc.) is installed alongside Vault
- Set
combatgun.shop.enabled: trueinconfig.yml - Confirm the gun ID exists in
combatgun.shop.gunsprice list - Use
/gun buy <id> free(admin) to test without balance requirement
/reload breaks the plugin
- Never use
/reload— always do a full server restart - Use
/gun reloadto hot-reload gun configs, language files, and settings without restarting
Custom gun YAML not loading
- Place the file inside
plugins/CombatGunSSS/guns/(ranged) ormelees/(melee) - Run
/gun reload— check console for warnings about your file - Ensure required fields are present:
name,category,ammo_type,damage,magazine_size - YAML is whitespace-sensitive — use a validator like yaml.org/start.html
❓ FAQ
Does this work on Spigot?
No — CombatGunSSS requires Paper 1.21+. Spigot lacks several API features used internally.
Can I add my own guns?
Yes. Create a new .yml file in plugins/CombatGunSSS/guns/ following the same format as the built-in weapon files, then run /gun reload.
Can I disable specific guns?
Simply delete or remove the gun's YAML file from the guns/ folder and run /gun reload. Players holding that gun will keep the item but it won't function.
Does it support multiple worlds?
Yes. Configure a world whitelist or blacklist under combatgun.worlds in config.yml.
Is it laggy on large servers?
CombatGunSSS uses hitscan (ray-trace, not projectile entities), so it is significantly lighter than projectile-based gun plugins. Heavy effects like bullet trails can be toggled off in config.yml under combatgun.effects.
Can I disable the crafting system?
Yes — simply don't give players the Mechanical Crafting Table or Recipe Book. Use /gun give for admin distribution. Vanilla workbench recipes can also be disabled per-item.
Do I need a Resource Pack?
No. The plugin works without a resource pack. However, each gun has a custom_model_data value pre-configured for you to link 3D models if you have a pack.
Can I disable bleeding or the Ammo Pouch?
Yes. Set combatgun.bleeding.enabled: false or combatgun.ammo_pouch.enabled: false in config.yml.
Does it support ZombieApocalypseSSS?
Yes — CombatGunSSS is the recommended gun companion for ZombieApocalypseSSS. Guns deal full damage to all zombie types and trigger the noise / aggro system automatically.
Can other plugins listen to gun events?
Yes. Four custom events are exposed via the API: GunShootEvent (cancellable), GunReloadEvent (cancellable), GunHitEvent, and GunHeadshotEvent. See the Developer API section.
How do I give guns without the shop?
Use /gun give <id> [player] (requires combatgun.admin). Example: /gun give awm Steve.
Developed with ❤️ by Duong2012G.
[!NOTE] This plugin is built on the Paper/Spigot 1.21 API and requires Java 21 or higher.
[!TIP] For support and updates, check the repository or contact the developer.
