CombatGunSSS 图标

CombatGunSSS

作者:rebot | 分类:模组

价格:0 墨喵币 下载量:0 点赞:0 版本 2.3.0
本资源为搬运资源,原资源地址: https://modrinth.com/mod/combatgunsss
资源信息

Minecraft 版本: 1.21 1.21.1 1.21.2 1.21.3 1.21.4 1.21.5 1.21.6 1.21.7 1.21.8 1.21.9 1.21.10 1.21.11

平台: bukkit paper purpur spigot

标签: equipment management minigame

资源介绍

? CombatGunSSS

Version
Platform
Java

CombatGunSSS is a high-performance, feature-rich Minecraft gun plugin designed for modern servers (1.21+). It brings a tactical, realistic combat experience with 46 uniquely configured weapons (40 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! Browse by Gun, Melee, or Ammo category tabs to quickly find what you want to craft.
  • ? 46 Built-in Weapons: 40 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-shooting flag.
  • ? 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.yml or lang/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_volume control.
  • ? 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 (40 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 statsreset <player> Reset a specific player's stats combatgun.admin
/gun seasonreset confirm Wipe ALL player stats (season reset) combatgun.admin
/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
AttachmentApplyEvent Before an attachment is fitted to a gun
AttachmentRemoveEvent Before an attachment is removed from a gun
@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

  1. Download the CombatGunSSS-2.3.0.jar.
  2. Drop it into your server's plugins folder.
  3. (Optional) Install any soft-depend plugins you want: PlaceholderAPI, Vault, WorldGuard, Vulcan, Matrix.
  4. Restart the server to generate default configurations.
  5. (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.

2.3.0 — Critical exploit + melee combat fix

  • Fixed ammo/component items (built on vanilla materials like gold/iron nuggets) being craftable or smeltable into real vanilla resources without a resource pack — closed both the crafting-grid and furnace-smelting paths
  • Fixed melee weapons (katana, knife, pan, etc.) dealing no damage and not affecting the target at all — hit sound played but the attack silently did nothing due to an event-recursion bug

2.2.0 — Permission-gate fix release + Recipe Browser categories

  • Fixed /gun command tree blocking every player-facing subcommand (buy, attach, detach, attachments, stats, leaderboard, recipe) for non-admins — both onCommand() and onTabComplete() were hard-gated behind combatgun.admin
  • Fixed VaultHook.buyGun() silently discarding a purchased weapon when the buyer's inventory was full
  • Added Gun / Melee / Ammo category tabs to the Recipe Browser so players can find craftable items faster

2.1.0 — Bug-fix release: 8 bugs fixed

  • Fixed StatsManager.flushBuffer() race condition — kill data silently lost under concurrent load
  • Fixed ThrowableManager tasks not cancelled on plugin disable — IllegalPluginAccessException on every disable
  • Fixed clearAds() removing scope slowness incorrectly
  • Fixed all ReloadManager messages bypassing i18n (hardcoded English shown to vi servers)
  • Fixed BleedingManager and ThrowableManager using Math.random() instead of ThreadLocalRandom
  • Fixed AttachmentManager and GunListener duplicate import statements
  • Fixed getRecentDamage() exposing mutable map reference; added safe getDamageRecord() lookup

2.0.6 — Bug-fix release: 4 bugs fixed

  • Fixed friendly-fire scoreboard team detection using player scoreboard instead of main scoreboard — could allow friendly-fire bypass
  • Fixed recentDamage memory leak: entries now removed on player quit and death events
  • Fixed shared static Random contention: replaced with ThreadLocalRandom.current() (per-thread, no lock, better entropy)
  • Fixed async SQLite connection safety: incrementGunKill() and getGunKills() now synchronized alongside flushBuffer()

2.0.5 — Developer API & architecture release: 4 new additions, 1 improvement

  • New AttachmentApplyEvent and AttachmentRemoveEvent (cancellable) — fired on /gun attach and /gun detach
  • New DamageCalculator utility class — centralises all damage math extracted from GunListener (headshots, falloff, spread, pellets)
  • New kills_by_gun_detail SQLite table (schema v3) — per-kill log with timestamp, weapon, headshot flag
  • New commands: /gun statsreset <player> and /gun seasonreset confirm
  • GunListener God Class partially refactored — 4 methods delegate to DamageCalculator

2.0.4 — Stability & performance release: 2 bug-fixes, 3 improvements

  • Fixed thread-safety data race in StatsManager stat buffer (ConcurrentHashMap)
  • Fixed silent loading of invalid gun configs (YAML validation with clear per-field errors)
  • StatsManager leaderboard query optimized with a kills DESC index (schema migration v2)
  • Shop price reads now cached in memory; invalidated on /gun reload
  • Config version detection warns admins when config.yml is outdated after an update

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 crouching
  • craftFromStation() properly rolls back ingredients if crafting fails
  • BleedingManager now uses wall-clock time for accurate damage even during server lag
  • applyRecoil() is now fully null-safe
  • Fixed race condition in onItemHeldChange

? Troubleshooting

Friendly fire still occurring despite being disabled * Fixed in **2.0.6** — team detection now uses the main scoreboard instead of each player's personal view * Ensure teams are set up with `/team add ` and players added with `/team join ` * Test with `combatgun.team_provider: scoreboard` in `config.yml` Guns not working / can't shoot * Check `combatgun.use` permission 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 ak47` and 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_type` in the gun's YAML matches a defined ammo type in `config.yml` * Run `/gun reload` after editing configs Recipes not showing in crafting table * Run `/gun reload` to 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` Console warning: "config.yml is OUTDATED" * This warning appears when your `config.yml` has a lower `config-version` than the plugin expects. * Back up your current `config.yml`, delete it, and restart the server to regenerate a fresh one. * Then manually copy over your custom settings (world lists, shop prices, effects, etc.) from the backup. * The plugin loads normally even with an outdated config — default values are used for missing keys. Gun config not loading / "config validation failed" warning * Added in **2.0.4** — guns with invalid configs now log a clear per-field error instead of loading silently. * Check the listed fields: `damage`, `fire_rate`, `magazine_size`, `reload_time` must all be greater than 0. * `burst_count` must be at least 1. `name` cannot be blank. * Fix the values in the gun's YAML and run `/gun reload`. Leaderboard (`/gun leaderboard`) is slow on large servers * Fixed in **2.0.4** — a `kills DESC` index is now created automatically on the SQLite database. * The migration runs once on first startup of 2.0.4. If you still experience slowness, ensure the server was fully restarted (not `/reload`). 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_time` in 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** — `BleedingManager` now 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.yml` or 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 `HookManager` is 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_ticks` in `config.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: true` in `config.yml` * Confirm the gun ID exists in `combatgun.shop.guns` price list * Use `/gun buy free` (admin) to test without balance requirement /reload breaks the plugin * Never use `/reload` — always do a full server restart * Use `/gun reload` to hot-reload gun configs, language files, and settings without restarting Custom gun YAML not loading * Place the file inside `plugins/CombatGunSSS/guns/` (ranged) or `melees/` (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](https://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.

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