
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.
This page is about how crates choose a landing area and how they behave from sky spawn to touchdown.
Spawn zones live in the crate entry
Each crate defines its own spawn.areas list inside crateTypes.yml.
That is deliberate. Airdrops is built so a medical crate, a vehicle crate, and a high-tier combat crate can use different parts of the map even when the scheduler is shared.
Supported area shapes
The current source supports at least:
circlerect
Circle areas commonly use:
centerXcenterZradius
Rect areas commonly use:
minXmaxXminZmaxZ
Both shapes can use:
worldminYmaxY
Keep altitude bounds realistic
minY and maxY are not filler fields. They are part of what stops bad landings on cliffs, roofs, void-adjacent terrain, or invalid ground bands.
If a zone feels unreliable, check the zone data before you blame the plane or parachute logic.
Global sky-spawn and descent behavior
The global descent pipeline lives in config.yml under dropPhysics.
Important keys:
defaultDropYminGroundYdescentBlocksPerSecondparachuteAttachDelaySecondsminClearanceAbove
These decide whether the crate gets enough visual runway to feel like a real airdrop.
Glide and wind
The modernized build also supports horizontal drift through dropPhysics.glide.*.
That includes:
- a randomized sky-start offset from the landing point
- wind drift
- oscillation while descending
This is part of what makes the new build feel more cinematic than a pure vertical fall.
Player interaction during descent
The interaction layer is global and lives under interactions.crate.
Important behavior:
- players can open nearby crates by right-clicking in range
- fast projectiles can overlap the hitbox with a configurable buffer
- projectile hits can either open the crate or shoot it down
The main mode switch is:
projectileMode: "SHOOTDOWN"Shot-down crates
When shot-down behavior is enabled, the crate can:
- fall faster
- reduce wind drift
- keep the crash aligned to the selected landing spot
- optionally auto-open on impact
- use a different open animation on impact
That is why the shot-down path deserves its own testing pass. It is not just the normal drop sped up.
Landing behavior
The landing experience is a mix of:
effects.crate.landingSound*effects.crate.landingParticles*effects.crate.landing.settleTicks
Those settings matter more than most admins expect. If landing feels weak or sloppy, players read the whole event as cheap even if the rewards are good.
Nearby announcement behavior
The broader drop presence is also shaped by:
general.nearbyAnnouncementRadiusmessages.announce.*
That decides who notices a drop and how early they notice it.
Good zone-testing workflow
- spawn the crate with
/airdrop spawnhere <crateType> - test the fall in the actual target world
- test an interaction attempt through foliage and nearby blocks
- test a projectile shot-down case if that mode is enabled
- repeat in bad terrain, not only on flat ground

