1 Page 7: Throwables
Benjamin W Hamby edited this page 2026-03-09 22:36:15 -05:00

Throwables are items the player can throw that trigger effects after a short fuse. Examples include frag grenades, smoke grenades, and flares. The system stays close to vanilla mechanics so it works reliably with datapacks and remains compatible with GeyserMC.


Base System

Throwables use vanilla projectile behavior.

Recommended base items:

  • Snowball (best option)
  • Egg
  • Ender Pearl (longer throw distance)

Each item carries custom data identifying the throwable type.

Example data:

throwable_type: frag
fuse: 60
power: 2.5
throwable_type: smoke
fuse: 40
duration: 200
throwable_type: flare
fuse: 10
duration: 300
color: red

When the projectile is thrown, the system reads the custom data and tags the projectile with its behavior.


Shared Logic

All throwables use the same backend logic.

Basic flow:

  1. Player throws item
  2. Projectile is tagged with throwable type
  3. Fuse timer starts
  4. Projectile lands or fuse expires
  5. Effect triggers
  6. Entity is removed

Scoreboards used:

deadfall_fuse
deadfall_type

Frag Grenade

Effect

  • Small explosion
  • Moderate damage radius
  • Short fuse

Purpose

  • Clearing groups of enemies
  • Area denial

Smoke Grenade

Effect

  • Dense smoke particles
  • Vision obstruction
  • No damage

Purpose

  • Escape
  • Movement cover
  • Concealing supply drops

Flare

Effect

  • Bright colored particle trail
  • Light-like visual effect
  • Long duration

Purpose

  • Marking locations
  • Signaling players
  • Marking supply drop zones