Explosion
Cause an explosion for rockets, grenades, and more!
WeaponMechanics has a custom explosion system (We don't use the same code for TNT as most plugins do). This allows us to control every explosion aspect, like the shape and damage.
If you are using WorldGuard, you can disable explosions in regions. Check out Addons #WorldGuard for more information.
Explosion:
Knockback_Multiplier: <Double>>
Explosion_Exposure: <Default/Distance/None>
Explosion_Shape: <Sphere/Cube/Parabola/Default>
Explosion_Type_Data:
Yield: <Double>
Radius: <Double>
Angle: <Double>
Depth: <Double>
Width: <Double>
Height: <Double>
Rays: <Integer>
Detonation:
Delay_After_Impact: <Ticks>
Remove_Projectile_On_Detonation: <true/false>
Impact_When:
Spawn: <true/false>
Entity: <true/false>
Block: <true/false>
Cluster_Bomb:
Split_Projectile: <ProjectileSerializer>
Projectile_Speed: <Double>
Number_Of_Bombs: <Integer>
Number_Of_Splits: <Integer>
Detonation:
Delay_After_Impact: <Ticks>
Remove_Projectile_On_Detonation: <true/false>
Impact_When:
Spawn: <true/false>
Entity: <true/false>
Block: <true/false>
Mechanics: <Mechanics>
Airstrike:
Dropped_Projectile: <ProjectileSerializer>
Minimum_Bombs: <Integer>
Maximum_Bombs: <Integer>
Height: <Double>
Vertical_Randomness: <Double>
Distance_Between_Bombs: <Double>
Maximum_Distance_From_Center: <Double>
Layers: <Integer>
Delay_Between_Layers: <Integer>
Detonation:
Delay_After_Impact: <Ticks>
Remove_Projectile_On_Detonation: <true/false>
Impact_When:
Spawn: <true/false>
Entity: <true/false>
Block: <true/false>
Mechanics: <Mechanics>
Block_Damage:
Spawn_Falling_Block_Chance: 50%
Drop_Broken_Block_Chance: 50%
Damage_Per_Hit: <Integer>
Default_Block_Durability: <Integer>
Default_Mode: <CANCEL/BREAK/CRACK>
Default_Mask: <Material>
Blocks:
- <Material*> <CANCEL/BREAK/CRACK*> <ShotsToBreakBlock> <Mask>
Regeneration:
Ticks_Before_Start: <Integer>
Max_Blocks_Per_Update: <Integer>
Ticks_Between_Updates: <Integer>
Flashbang:
Effect_Distance: <Double>
Mechanics: <Mechanics>
Mechanics: <Mechanics>Knockback_Multiplier
Controls how much knockback entities get from the explosion. Defaults to 1.0. Set to 0.0 to disable knockback. Using numbers >1 will throw players faster and further.
Explosion_Exposure
An entity's exposure determines how much damage they take. Exposure is challenging to calculate and involves ray tracing. To minimize potential lag, you may want to change this setting.
Explosion_Exposure: DEFAULT
This method is just like vanilla, but it uses the most CPU. Great for weapons that have a long reload time or otherwise aren't used often.
Explosion_Exposure: OPTIMIZED
Similar to the DEFAULT method, but uses less ray tracing. Great choice for every server.
Explosion_Exposure: DISTANCE
Works by calculating the distance between the entity and the center of the explosions. Since this method does not use ray tracing, it is very fast. This method is excellent for weapons that shoot very quickly and use small explosions.
Since this method does not use ray tracing, explosions can damage entities through walls.
Explosion_Exposure: NONE
The fastest method, applies 100% exposure to all entities within the explosion shape. This should almost never be used, since it will damage entities through walls with full damage, no matter how far away from the explosion's center they are.
This should only be used for tiny explosions.
Explosion_Shape
The shape of the blocks that are blown up. Each shape uses it's own "arguments" in Explosion_Type_Data. Check each shape for a simple example.
Replicates a vanilla explosion. Arguments:
Yield-> The maximum distance from the center that blocks are broken.For reference,
tnt=4,creeper=3,charged creeper=6
Rays-> The number of ray casts for each direction. Defaults to 16.Increasing the number of rays may look better, but it costs more CPU.
The following example creates a large explosion with increased detail.
Explosion:
# Other args...
Explosion_Shape: DEFAULT
Explosion_Type_Data:
Yield: 15.0
Rays: 32The DEFAULT explosion shape cannot destroy blocks that vanilla explosions can break. For example, obsidian and bedrock cannot be broken. If you want to damage these blocks, use another shape, like SPHERE.
An explosion shaped like a sphere. Arguments:
Radius-> The radius, in blocks, that blocks will be destroyed.
The following example creates a sphere-shaped hole with a radius of 3 blocks.
Explosion:
# Other args...
Explosion_Shape: SPHERE
Explosion_Type_Data:
Radius: 3.0An explosion shaped like a large rectangle. Arguments:
Width-> The width, in blocks, of the rectangle.Height-> The height, in blocks, of the rectangle.
The following example creates a 5x5 cube explosion.
Explosion:
# Other args...
Explosion_Shape: CUBE
Explosion_Type_Data:
Width: 5.0
Height: 5.0An explosion shaped like a parabola. Arguments:
Angle-> The steepness of the parabola.0.5is a good number for small explosions.Check out the GIF below for example.
Depth-> The height, in blocks, of the rectangle.This should be a negative number, like
-5.

The following example creates a medium explosion 5 blocks deep.
Explosion:
# Other args...
Explosion_Shape: PARABOLA
Explosion_Type_Data:
Angle: 0.5
Depth: -5.0Detonation
Determines when the explosion triggers. For a Molotov, you probably want it to explode on impact. But for a frag, you probably want it to explode a fixed time after you throw it.
Delay_After_ImpactThe delay, in ticks, between the "impact" and the explosion.
Remove_Projectile_On_DetonationUse
trueto remove the projectile after the explosion.
Impact_WhenSpawn-> Triggers after spawning. Good for frags.Entity-> Triggers after hitting an entity.Block-> Triggers after hitting a block.
The following example will cause the explosion 5 seconds (100 ticks) after shooting the projectile.
Explosion:
# Other args...
Detonation:
Delay_After_Impact: 100
Remove_Projectile_On_Detonation: true
Impact_When:
Spawn: trueCluster_Bomb
Cluster bombs use recursion, which means that explosions spawn projectiles, which spawn explosions (and so on).
Split_ProjectileUses the Projectile serializer.
Defaults to the projectile used for the gun.
Projectile_SpeedThe speed, in , that the projectile should spawn with.
Defaults to
30.
Number_Of_BombsThe number of projectiles to spawn for each explosion.
Number_Of_SplitsThe number of iterations.
For most use cases, this number should be
1.
DetonationSame as #Detonation, but now used for new projectiles.
MechanicsThe mechanics to trigger whenever a split occurs (good for playing a sound to warn players of the split).
See the Mechanics wiki.
@Source{}-> The shooter of the weapon@Target{}-> The split location (not an entity).
Airstrike
Drops projectiles from the sky, good for flare guns.
Dropped_ProjectileUses the Projectile serializer.
Defaults to the projectile used for the gun.
Minimum_BombsThe minimum number of bombs to drop
Maximum_BombsThe maximum number of bombs to drop.
HeightHow high up to drop the bombs from
Defaults to 60 blocks
Vertical_RandomnessAdds some randomness, so bombs explode at different times.
Defaults to
5.0(airstrike location can vary by 10 blocks).
Distance_Between_BombsThe minimum distance between dropped bombs.
Defaults to
3.0blocks.
Maximum_Distance_From_CenterDefines how far away (horizontally) the bombs can drop.
Defaults to
25.0block radius.
LayersRepeats the airstrike.
Defaults to
1.
Delay_Between_LayersThe delay, in ticks, between repetitions.
Defaults to
40ticks
DetonationSame as #Detonation, but used for the dropped bombs.
MechanicsThe mechanics to trigger whenever an airstrike spawns. Great for playing a "bombs away" sound.
Use the Mechanics wiki.
@Source{}-> The shooter of the airstrike.@Target{}-> The location of the projectile (not an entity).
Block_Damage
Check out our Block Damage wiki for information!
Regeneration
Used together with the Block_Damage feature. This regenerates blocks over time.
Regeneration isn't perfect. Anything that causes block updates (players breaking blocks, redstone loops, pistons, some entities, etc.) can cause regeneration issues.
Hopper-reliant systems, like item sorters, are almost guaranteed to break during regeneration. Protect your regions using Addons #WorldGuard.
Ticks_Before_StartThe time, in ticks, before the first blocks begin to regenerate.
Max_Blocks_Per_UpdateHow many blocks to regenerate for each update.
Ticks_Between_UpdatesThe time, in ticks, between regenerations.
Flashbang
Let's you execute mechanics on people who are looking at the explosion.
Effect_DistanceThe maximum distance away an entity should be to be safe.
MechanicsThe mechanics to trigger on each victim.
Use the Mechanics wiki.
@Source{}the shooter of the weapon.@Target{}the victim who was flash banged.
The following example will blind all players affected by the flashbang:
Explosion:
# Other args...
Flashbang:
Effect_Distance: 10.0
Mechanics:
- "Potion{potion=BLINDNESS} @Target{}"Mechanics
Mechanics to trigger when the explosion occurs. Used to play an explosion sound usually.
@Source{}-> The shooter of the weapon.@Target{}-> The location of the explosion (not an entity).
Explosion Example
This explosion breaks a few specific blocks (see below) in a 5.5-block radius. Blocks begin to regenerate after 2 minutes.
Bedrock, obsidian, and netherite cannot be damaged. Any material with "glass" in its name is broken in 2 shots, except for any material with "glass_pane" in the name, which can be broken in 1 shot. Any material with "wood" in the name can be broken in 6 shots, and dirt can be broken in 4 shots. All other materials cannot be broken, but they appear to take 12 shots of damage and show the crack animation. 10 seconds after a block is broken, it is regenerated.
Explosion:
Explosion_Exposure: DEFAULT
Explosion_Shape: SPHERE
Explosion_Type_Data:
Radius: 5.5
Block_Damage:
Spawn_Falling_Block_Chance: 20%
Default_Block_Durability: 12
Default_Mode: CRACK
Blocks:
- bedrock CANCEL
- obsidian CANCEL
- netherite_block CANCEL
- $glass BREAK 2
- $glass_pane BREAK 1
- $wood BREAK 6
- dirt BREAK 4
Regeneration:
Ticks_Before_Start: 2400
Max_Blocks_Per_Update: 4
Ticks_Between_Updates: 5Notice how $glass_pane is below $glass$. This is because order matters. When using the wildcard character $, make sure to use the "more general blocks" (Like any glass block) before the "more specific blocks" (Like any glass pane).
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