Skip to main content
Airdrops wiki

Wiki

Airdrops Wiki

Scheduled drops, flare call-ins, loot crates, admin tooling, and crash-safe cleanup for MCWAR Airdrops.

Getting Started

Start here for the current Paper build, first boot checks, and the runtime settings that affect every drop.

Crate Authoring

Learn how crate families are structured, where the loot really lives, and how zones and models fit into one crate definition.

Drop Pipeline and Effects

Run the scheduled event lane, manual call-ins, and the staged smoke signaling that tells players where to look.

Admin and Operations

Use the in-game tools, command surface, migration support, and cleanup systems that make the plugin maintainable on live servers.

Crate Authoring

Models, Displays, Panels, and Open Animations

Separate per-crate model strings from the global display behavior for planes, parachutes, crates, panels, and blast opens.

The current Airdrops build is no longer the old armor-stand-era runtime. It is a display-entity-based Paper 1.21.x build with compatibility hooks for older model content.

Think in two layers

The visuals are split across:

  • per-crate model strings in crateTypes.yml
  • global visual behavior in config.yml

That split is important. The crate decides what to render. The global config decides how those renders behave.

Per-crate model strings

Each crate can define:

  • models.planeitem
  • models.crateItem
  • models.parachuteItem
  • models.openedCrateItem
  • models.cratePanels.bottomItem
  • models.cratePanels.sideItem
  • models.cratePanels.topItem

Those values are the crate identity layer.

Global plane behavior

effects.plane controls how the plane model behaves.

Important keys include:

  • singleModelOnly
  • item
  • speedBlocksPerTick
  • globalScale
  • displayTransform
  • viewRange
  • modelYawOffsetDegrees
  • displayPieces
  • groundTrail.*

Use this section when the flyover feels wrong. Do not duplicate plane fixes into every crate entry.

Global parachute behavior

effects.parachute controls the descent visual lane.

Important keys include:

  • offsetMode
  • yOffset
  • displayTransform
  • viewRange
  • displayScale
  • collapseDurationTicks
  • collapse.*
  • sway.*
  • basePitchDegrees
  • baseRollDegrees
  • baseYawDegrees
  • xOffset
  • zOffset

This section is especially important when you are using resource-pack content originally authored for older hand-slot or head-slot workflows.

Global crate behavior

effects.crate controls the crate display itself.

Important keys include:

  • displayScale
  • baseYOffset
  • displayTransform
  • viewRange
  • landingSound*
  • openSound*
  • deliveryMode
  • container.*
  • blastOpen.*
  • lootSpray.*
  • panelOpen.*

If the crate looks buried, sideways, too small, or too close to the ground, this is where you fix it.

Open animation modes

The crate type parser supports these open modes:

  • SWAP
  • PANELS
  • BLAST

SWAP is the simplest open-state swap.
PANELS uses panel models that separate and fall outward.
BLAST uses debris fragments and is especially useful for impact-open or shot-down behavior.

Panel models

If you want PANELS, your crate should define:

  • cratePanels.bottomItem
  • cratePanels.sideItem
  • cratePanels.topItem

The global timing and motion behavior for panel opens lives in effects.crate.panelOpen.

That is the cleanest path when your resource pack already includes distinct side, top, and bottom parts.

Blast fragments

BLAST can use one or more fragment models from effects.crate.blastOpen.

The current source supports:

  • fragmentItem1
  • fragmentItem2
  • fragmentItem3
  • fragmentItem4

There is also legacy compatibility for a single fragmentItem.

Legacy model content

If your crate models came from the old 1.15.2 MCWAR server, expect to retune:

  • transform type
  • base Y offset
  • display scale
  • base pitch and roll on the parachute
  • local X and Z offsets

That is normal. It is not a sign that the reward or crate definition is wrong.

A good visual-tuning order

  1. get the crate spawning and opening first
  2. fix plane orientation
  3. fix parachute spacing
  4. fix crate Y offset and scale
  5. test panel or blast open mode
  6. only then fine-tune sounds and particles

Next pages