CloudBuggy — A Combat Buggy for Minecraft

CloudBuggy is a premium store plugin: a combat vehicle with a 3D model for Purpur / Paper 1.19.4. Vehicle + PvP mode + RPG progression in one.

What it is

CloudBuggy turns Minecraft into a battlefield on wheels. The player assembles a combat buggy with a 3D model, upgrades it through an upgrade tree of four classes, mounts a turret with five weapon types, and fights, either in the open world or in the ready-made PvP mode Battle Buggy (team battles on arenas with ratings and bets).

This isn't "just another car". It's a complete ecosystem: economy, donations, mechanic NPCs with reputation, crafting, repair, fuel, custom icons, all turnkey and through a flexible config.
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Which servers it fits

  • PvP / minigames: the built-in Battle Buggy mode (arenas, teams, leaderboards) installs almost out of the box.
  • RPG / survival: the buggy as an upgradable vehicle with combat and an economy.
  • Anarchy: combat transport, raids, mass-destruction ultimates.
  • Servers with donations: half of the purchases can be set to the donation currency (PlayerPoints).

Four classes

Choosing a class in the upgrade tree opens an exclusive branch of special abilities and an ultimate, and also raises the stat upgrade ceiling to fit the class's role. Base stats, utility, and the base turret are shared.

Class Role Strength Ultimate
🏎 Roadster (Родстер) Speed and maneuverability High speed ceiling Nitrous Oxide (dash + poison trail)
🐘 Elephant (Слон) Tank / ram Armor and health Bastion (invulnerability + shield for allies)
🐎 Khors (Хорс) Attack / turret Turret weapon upgrades Armageddon (rocket volley in a 15-block radius)
❄ Cryos (Криос) Freeze / control Ice, stuns, slowdown Absolute Zero (freezes everything in range)

Turret weapon upgrades (minigun, rockets, railgun, EMP, and so on) are exclusive to Khors; the ice branches belong to Cryos.

Upgrade tree

A single upgrade menu with tiers and gates: stats (hull / armor / engine), utility (tank, trunk, trailer, base turret), class choice, and class branches with specials and the ultimate. A node becomes available once all of its prerequisites are bought. Everything is styled with custom 32×32 icons.

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Turret: two seats, five weapons

The buggy can be driven by two players at once: a driver at the wheel and a gunner on the turret (or a solo driver switches between "wheel ⇄ turret").

Weapons (switched with hotbar slots):

  • 🔫 Bullets: the base weapon, rapid-fire, uses ammo.
  • 💣 Grenade launcher: bombs with an area explosion.
  • 🔥 Flamethrower: a cone of fire that ignites.
  • ⚡ EMP charge: disables enemy buggies.
  • 💨 Smoke screen: blinds and slows enemies.

Weapon branches (mutually exclusive upgrades):

  • Bullets → Shotgun (a spread of pellets) or Minigun (barrel spin-up, fast overheating).
  • Grenade launcher → Homing missiles (target lock with an indicator), Mortar (lobbed shots), or Cryo shell.
  • Flamethrower → Railgun (a piercing beam) or Freeze beam.
Turret upgrades: damage, fire rate, heat dissipation, stabilizer, twin mount, durability. Realistic mechanics: overheating, spread from heat and movement, ammo supply.
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Active and passive abilities

Ram and Ram+, napalm, turbo mode, electric field, poison gas, emergency repair, shield dome, repair module, large tank, economy engine, large trunk, trailer (+ passenger and turret), overdrive (the tree's capstone ultimate), plus the class ultimates. All with cooldowns and config settings.

Mechanic NPCs, economy, crafting

Three specialized mechanics, each with its own role:

  • 🔧 Assembler (Сборщик) assembles buggies, repairs them, and evacuates a destroyed buggy.
  • ⚔ Gunsmith (Оружейник) handles ammo and shells.
  • ⛽ Refueler (Заправщик) handles fuel.
Each mechanic has their own reputation: 5 levels, with a −10% discount per level up to −50%. Reputation grows through quests ("hand in N items → money + reputation"), fully configurable in the config.

Economy: a dual currency: Vault (the server's regular money) and PlayerPoints (donation). The currency type is set separately for each purchase.

The full buggy cycle: crafting from parts and resources → fuel and consumption → repair (with materials or money) → destruction and restoration at the tow truck with all upgrades. Plus a trunk, painting (hull tint + the class's signature colors), and a buggy-summon key fob.

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Battle Buggy — a ready-made PvP mode

A whole mode inside the plugin:

  • Teams (Red / Blue) or FFA, auto-balance, friendly fire off.
  • Multi-maps with rotation between matches, team spawn points.
  • A dispatcher NPC: right-click = enter/exit (lobby).
  • Rounds with a countdown, a timer, and a scoreboard (team score + time).
  • Kill streaks (killstreak) with announcements and bonuses.
  • A season ELO rating + leaderboards (by kills and by rating).
  • Bets (an entry fee → the bank goes to the winning team; optional).
  • Rewards for participation, frags, and winning.
  • Respawn in 3 sec with upgrades kept.

Arena setup is done with commands: set maps, team spawns, the dispatcher, the hub. The server owner builds the maps themselves (the world geometry).

Battle Buggy team fight

Battle Buggy PvE — AI bots and waves

Few players online? Battle Buggy includes a PvE mode: combat buggies controlled by AI. They drive using pathfinder, keep combat distance, rotate the turret onto a target, fire with realistic spread, and use their abilities. Each has a [BOT] tag above it. The whole mode is a single master switch, bots.enabled (off by default), and the rest is in the config.

One live player against five AI buggies is already a playable match. And in co-op, waves of enemies keep coming until the team runs out of lives.

Horde mode: Battle Buggy bots

Two modes

  • FILL: bots top teams up to the needed size (3 per team by default). If you can't gather enough humans for 3×3, the AI fills in both sides and the PvP match happens even with one live player. A match can assemble itself: the first player on the arena opens the lobby (2 minutes to gather by default), then the AI tops up the teams and the fight starts.
  • HORDE (survival co-op): humans against waves of enemy buggies. Each player has their own lives (3 by default): lose your buggy and you lose a life, run out and you're out. If everyone is out, it's a defeat. Clear all the waves and it's a victory with a reward.

Catalog of AI buggies (templates)

Each bot is a template × difficulty tier. The template sets the vehicle type (stats applied directly, bypassing the economy and upgrade tree), and the tier sets how sharp the AI is. Templates out of the box:

TemplateClassHPArmorWeaponAbilities
🔵 Scout (Разведчик)Roadster204BulletsNitro
🔴 Shooter (Стрелок)Khors268Bullets—
⚪ Ram (Таран)Elephant4016BombsBastion
☠ APEX (АПЕКС) (boss)Khors12022BombsBastion + Heal

Bot abilities: Nitro (a speed dash), Bastion (5 sec of invulnerability), Heal (+25% health). A bot uses them with a chance that depends on the tier.

Three difficulty tiers

The tier tunes the AI's "brains" and the stat boost. The same Scout on easy misses and barely crawls, and on hard hits almost without a miss.

TierAccuracyReactionFire rateAbility chanceStatsVehicle pool
Easy (Лёгкий)35%slow×0.610%×0.8Scout
Medium (Средний)70%medium×1.035%×1.0+ Shooter, Ram
Hard (Тяжёлый)90%lightning-fast×1.370%×1.2+ APEX

How the AI behaves

  • Target: the nearest enemy in range (45 blocks by default). Allies don't shoot each other, because friendly fire is off.
  • Movement: the native pathfinder keeps combat distance, doesn't drive right up close, and closes in when far away.
  • The turret rotates onto the target separately from the hull, and fires only with a direct line of sight.
  • Spread = (1 − accuracy): an easy bot misses, a hard bot lands shots precisely. Three types of fire: bullets, bombs (area explosion), flamethrower (cone + ignite).
  • Armored vehicle: fire, lava, falling, electricity, and drowning don't hurt AI buggies. The EMP charge immobilizes them. Damage is cut by armor (up to −75%).
  • Destruction: an explosion visual with no block damage and a clean despawn.

HORDE: survival waves

Five waves out of the box, each tougher than the last. Enemies come from a pool by weights (who appears from which wave). The finale brings a guaranteed boss.

WaveEnemiesDifficultyBoss
14Easy—
26Medium—
38Medium—
48Hard—
56Hard☠ APEX

Lives are individual (3 per player by default). Clear all the waves and the team gets a reward (2000 via Vault by default). The waves, enemy pool, lives, and reward are all editable in the config.

PvE commands

The whole tree is under the buggy.admin permission. You need an arena with spawns (the same one used for PvP).

CommandWhat it does
/buggy bots fill [difficulty]Enable FILL: bots top up the teams
/buggy bots horde [difficulty]Start HORDE: survival waves
/buggy bots test <template> [difficulty] [count]Spawn bots nearby (test/debug)
/buggy bots stopStop the mode and remove all bots
/buggy bots statusMode, number of live bots, on/off in the config

Configuration

All PvE lives in the bots: block of the config: the master switch, the live bot cap, combat radius, pathfinder speed and distance, each weapon's damage and cooldown, the [BOT] tag, the template catalog, difficulty tiers, FILL parameters (team size), and HORDE parameters (lives, spawn interval, reward, enemy pool, waves). Add your own templates, tiers, and waves without a single line of code.

PvE solves the main pain of arenas: you can't start them without a crowd online. With bots, Battle Buggy lives even on a small server: training, co-op survival, or a full match at any time.

3D model

The buggy is rendered through ModelEngine (a hull model + a separate turret entity that rotates independently). It supports painting (tint), upgrade visuals (part bones appear on purchase), and animations (driving, turning, firing). A custom model is included, or you can use your own.

Technical requirements

Required: ModelEngine R3+ (3D model; the plugin won't enable without it).

For full functionality: Vault + an economy plugin (EssentialsX Economy and the like) for rewards and purchases; PlayerPoints for the donation currency. Server: Java 17+.

Configuration

Everything lives in the config, so you can balance without code:

  • config.yml: stats, prices, damage, cooldowns, overheating, classes, tree, turret, mechanics, arena, fuel, repair, sounds, icons. Every number is commented.
  • messages.yml: all texts (localization).
  • arena.yml: arena maps and spawn points.
  • playerdata.yml: player progress.
  • Custom 32×32 icons via a resource pack (custom_model_data).

An online license protects against leaks; it can be turned off for your own server.