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Airdrops wiki

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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.

Drop Pipeline and Effects

Scheduler, Call-Ins, and Smoke Plumes

Control recurring drops, manual flare workflows, CrackShot hooks, and the staged smoke plume warning system.

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:

  • enabled
  • baseIntervalMinutes
  • randomJitterMinutes
  • announceOffsetsSeconds
  • autoReschedule

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:

YAML
[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:

TEXT
/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:

YAML
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:

YAML
callins:
  ignoreOnlyOneActiveDrop: true

If 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

  1. test one scheduled drop
  2. test the scheduler cancel and reschedule flow
  3. test one flare torch call-in
  4. test one CrackShot call-in only if that integration is active
  5. confirm smoke, drop, open, and cleanup all complete in one full cycle

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