
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.
data.yml is the file that makes Plane Deploy real. If this file is wrong, the rest of the plugin can still load while your actual round-start flow is broken.
The two core objects
The current data file is built from two pieces:
spawnGroupsdoorZones
Spawn groups
A spawn group is a named collection of possible drop points. Each spawn has a weight, which means some drops can be intentionally more likely than others.
Current structure:
spawnGroups:
default:
spawns:
'1':
world: world
x: 1604.5
y: 270.0
z: 1677.5
yaw: -213.36882
pitch: 47.709053
weight: 3.0Important details:
- spawn IDs are saved as strings such as
'1','2', and'18' - every spawn carries world, position, yaw, pitch, and weight
- higher weight means a spawn is chosen more often
Door zones
A door zone is a cuboid in the plane world. When the deploy service sees a player cross that cuboid, it resolves the zone to a spawn group.
Current structure:
doorZones:
left_door:
world: world
group: default
pos1:
x: -9
y: 309
z: 1710
pos2:
x: 15
y: 307
z: 1702The current default file includes:
left_doorright_doorback_door
All three currently route into the default spawn group.
How selection works
The live deploy flow is:
- a player enters a door zone
- that door zone points to a spawn group
- one spawn is chosen from the group using weight
- deploy settings from
config.ymlare applied on top - the player is dropped and moved into deploy states
When to use one group versus many
Use one spawn group when:
- all doors should feed the same general combat space
- you only want door-specific plane visuals and not different drop pools
Use separate groups when:
- each door should route to a different combat lane
- one aircraft interior supports multiple game modes
- squads or announcements need more readable location logic
The current default lane
The current shipped default file already provides:
- one group named
default - eighteen weighted spawns
- three door zones mapped into that group
That is a solid baseline for a single aircraft route with mild weighted variation.
The safer ways to edit this file
You have three good editing paths:
- hand-edit
data.ymland reload carefully - use the legacy
/pd pos1,/pd pos2,/pd createzone, and/pd addspawnflow - use the newer hotbar editor with
/pd editor
The hotbar editor is the most reliable path for day-to-day admin work because it shows marker blocks, nearby doors, spawn particles, and selected-spawn yaw direction.
Use door and Spawn Editor Admin Workflow before you decide to build the whole route by hand.
Common mistakes
The most common data.yml mistakes are:
- a door points to a group ID that does not exist
- a spawn uses the wrong world
- all weights are accidentally left identical when they were meant to be biased
- a door cuboid is built around the wrong interior space
- one door was updated but the visual plane direction in
config.ymlwas not
The practical rule
Treat data.yml as deployment geography.
If you change where people can walk, what door they cross, or what part of the island they should land near, this is the file you should reach for first.

