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Plane Deploy wiki

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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.

Getting Started

Data YML, Door Zones, Spawn Groups, and Weighted Drops

Understand the saved door-zone shape, weighted spawn groups, and how the deploy service resolves a drop.

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:

  • spawnGroups
  • doorZones

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:

YAML
spawnGroups:
  default:
    spawns:
      '1':
        world: world
        x: 1604.5
        y: 270.0
        z: 1677.5
        yaw: -213.36882
        pitch: 47.709053
        weight: 3.0

Important 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:

YAML
doorZones:
  left_door:
    world: world
    group: default
    pos1:
      x: -9
      y: 309
      z: 1710
    pos2:
      x: 15
      y: 307
      z: 1702

The current default file includes:

  • left_door
  • right_door
  • back_door

All three currently route into the default spawn group.

How selection works

The live deploy flow is:

  1. a player enters a door zone
  2. that door zone points to a spawn group
  3. one spawn is chosen from the group using weight
  4. deploy settings from config.yml are applied on top
  5. 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.yml and reload carefully
  • use the legacy /pd pos1, /pd pos2, /pd createzone, and /pd addspawn flow
  • 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.yml was 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.