
Wiki
Plane Deploy Wiki
Plane insertion, spawn routing, parachute profiles, squads, wind drift, and admin workflows for cinematic round starts.
Getting Started
Start here for first boot, the file split, and the deployment data that actually drives drops.
Deployment Stack
Follow the live player flow from plane state through drop, wind drift, parachute control, and landing.
Squad and Admin Tools
Use squads, the hotbar editor, and the admin command surface to run real drops instead of hand-editing blind.
Operations and Troubleshooting
Troubleshoot live deployments, optional integrations, and the most common reasons a drop feels wrong.
Plane Deploy is Duq_'s deployment plugin for plane insertion, door-triggered drop routing, weighted spawn groups, squads, wind drift, HUD altitude feedback, and the combined IMC parachute stack.
This wiki is for the people who actually run the plugin:
- server owners bringing cinematic drop flow onto a live Paper server
- admins managing door zones, spawn groups, and parachute styles
- builders wiring plane doors to real drop lanes
- combat or event teams that need squads to deploy together cleanly
What Plane Deploy actually covers
Plane Deploy is not only "teleport the player into the sky."
The combined plugin handles:
- a plane state flow:
IN_PLANE -> DEPLOYING -> DEPLOYED -> GROUND - door zones in
data.ymlthat trigger a drop when players cross them - weighted spawn groups so one door can feed many drop lanes
- a cinematic plane flyby visual that is separate from the actual teleport logic
- a wind-drift layer and altitude HUD
- the full IMC parachute subsystem inside the same jar
- squads, friendly-fire protection, and group deployment rules
- an in-world hotbar editor for doors and spawns
Start here
If you are brand new to Plane Deploy, use this path:
1. Get the plugin online cleanly
Start with install and First Boot so the combined jar, generated files, and first test drop all behave the way you expect.
2. Learn the file split first
Read config YML, Runtime, and the File Split before you start editing random keys inside the config.
3. Learn the saved deployment data shape
Use data YML, Door Zones, Spawn Groups, and Weighted Drops before you build a real aircraft interior or live event route.
4. Understand the live player flow
Read deploy Flow, Player State, HUD, and Plane Visual so you know what is mechanical and what is only visual polish.
5. Tune the drop feel next
Use these together when the deployment works and now needs to feel good:
6. Add the team and admin layers after one solo drop works
Move into:
- squads, Team Protection, and Group Drop Flow
- door and Spawn Editor Admin Workflow
- commands, Permissions, and Live Admin Tasks
7. Use the troubleshooting page when the plugin feels inconsistent
If a deploy fails, a squad does not get pulled in, or a parachute style is wrong, jump to troubleshooting and Integration Notes.
Documentation map
Getting Started
- install and First Boot
- config YML, Runtime, and the File Split
- data YML, Door Zones, Spawn Groups, and Weighted Drops
Deployment Stack
- deploy Flow, Player State, HUD, and Plane Visual
- wind Drift, HUD, and Ground Detection
- parachute System, Profiles, Inputs, and Rig Behavior
Squad and Admin Tools
- squads, Team Protection, and Group Drop Flow
- door and Spawn Editor Admin Workflow
- commands, Permissions, and Live Admin Tasks
Operations and Troubleshooting
The files that matter most
Most live servers will spend the majority of their time in two files:
plugins/PlaneDeploy/config.ymlfor plane spawn, deploy rules, visuals, squads, wind drift, and the combined parachute systemplugins/PlaneDeploy/data.ymlfor door zones and weighted spawn groups
Those two files are the public page of the plugin. This wiki turns them into a readable workflow instead of forcing you to reverse-engineer a long combined config.
Recommended order
If you are setting up a live event server
- install and First Boot
- config YML, Runtime, and the File Split
- data YML, Door Zones, Spawn Groups, and Weighted Drops
- commands, Permissions, and Live Admin Tasks
If you are polishing the feel of the drop
- deploy Flow, Player State, HUD, and Plane Visual
- wind Drift, HUD, and Ground Detection
- parachute System, Profiles, Inputs, and Rig Behavior

