
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.
Airdrops has two major event lanes:
- the scheduled drop pipeline
- manual call-ins
Treat them as related systems, not the same system.
Scheduler basics
The recurring event loop lives under scheduler in config.yml.
Key controls:
enabledbaseIntervalMinutesrandomJitterMinutesannounceOffsetsSecondsautoReschedule
This is the part of the plugin that makes drops feel like a world event rather than an admin-only toy.
Announcement timing
announceOffsetsSeconds should stay intentional and readable.
The current config ships with a long descending schedule:
[3600, 1800, 900, 600, 300, 60, 30, 10, 5]If your server does not need a one-hour warning window, shorten it. A long countdown is only good if the server design actually uses that anticipation.
Manual call-ins
The manual lane lives under callins.
This is where you control:
- whether call-ins are enabled at all
- whether they can ignore
general.onlyOneActiveDrop - whether the smoke cloud is enabled
- flare torch behavior
- optional CrackShot flaregun behavior
Flare torch workflow
The main manual admin item is:
/airdrop givetorch <crateType> [player] [amount]The torch lane is useful when you want:
- event staff to trigger one exact crate family
- map-based objectives that summon a reward drop
- testing of one crate family without touching the scheduler
CrackShot flaregun bridge
The plugin can also listen for a CrackShot weapon hit and turn that into a weighted random drop call-in.
That bridge lives under:
callins:
crackshot:
enabled: false
weaponTitle: "flaregun"If you enable it, test it thoroughly. Projectile-triggered workflows can feel clean or chaotic depending on how your wider combat stack is built.
Smoke plume staging
The smoke plume is not a cosmetic afterthought. It is the target signal players read before the drop arrives.
The current config supports:
- staged progress windows
- spread growth
- dust-color interpolation
- an optional neutral smoke overlay
The current source explicitly preserves the older MCWAR warning plume progression:
- green
- yellow
- orange
- red
That is a good example of legacy content surviving inside a newer runtime cleanly.
How call-ins and scheduler limits interact
The most important policy switch is:
callins:
ignoreOnlyOneActiveDrop: trueIf this is true, flare-based call-ins can bypass the normal single-drop rule. That may be perfect for staff event control, or it may be too loose for a tightly paced server.
Good event-pipeline testing order
- test one scheduled drop
- test the scheduler cancel and reschedule flow
- test one flare torch call-in
- test one CrackShot call-in only if that integration is active
- confirm smoke, drop, open, and cleanup all complete in one full cycle

