Skip to main content
Plane Deploy wiki

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.

Getting Started

Install and First Boot

Install the combined plugin, confirm the generated files, and validate one clean test drop.

Plane Deploy currently ships as one combined plugin jar. The core plane-deploy flow and the IMC parachute subsystem are not separate installs anymore.

Runtime targets

The current combined build targets:

  • Paper 1.21.x
  • Java 21
  • Maven for local builds
  • no hard dependency plugins
  • optional ModelEngine soft-dependency only

Plugin identity

Keep these values stable when you package or troubleshoot the plugin:

YAML
name: PlaneDeploy
main: com.pagebros.mcwar.planedeploy.PlaneDeployPlugin
softdepend: [modelengine]

First boot checklist

1. Install the jar

Put the built jar in your server plugins folder and start the server once so the plugin creates or refreshes its runtime files.

2. Confirm the generated folder

The live runtime folder should be:

TEXT
plugins/PlaneDeploy/

The two files that matter first are:

  • plugins/PlaneDeploy/config.yml
  • plugins/PlaneDeploy/data.yml

3. Verify the plane spawn

The top of config.yml defines the plane location and join behavior:

YAML
plane:
  world: world
  spawn:
    x: 38.57543068568335
    y: 197.0
    z: 869.5460935803166

If you want to set that from in game, use:

TEXT
/pd setplane

4. Verify door zones and spawn groups

The default data.yml is where drops actually come from. If data.yml is empty or mismatched to your aircraft interior, the plugin can still load but players will not drop where you expect.

Use data YML, Door Zones, Spawn Groups, and Weighted Drops before you build your first live route.

5. Test one admin deploy before a real round

Use one clean manual test:

TEXT
/pd deploy <doorId|spawnGroup>

That confirms the door-to-spawn flow without needing to rely on live player movement first.

6. Test the parachute side separately

The combined plugin also exposes the parachute admin surface:

TEXT
/parachute test
/parachute styles

Do this before you run a full deployment round so you know the resource-pack models and controls are working.

What first boot should prove

Before you move on, make sure you can answer yes to all of these:

  • the jar loads without plugin.yml errors
  • config.yml and data.yml exist
  • /pd returns help
  • /squad returns status or help
  • /parachute styles lists parachute profiles
  • one player can drop, open a parachute, and land

Building from source

If you are building the plugin locally instead of only installing a release jar, the expected command is:

TEXT
mvn -U clean package

That produces the combined Plane Deploy jar and catches the regressions that matter most in this project:

  • signature drift between parachute classes
  • invalid YAML in plugin.yml
  • lambda capture compilation failures

Safe first edits

The safest first edits for a new server are:

  • plane spawn and join behavior in config.yml
  • door zones and spawn groups in data.yml
  • parachute style assignments in imcparachute.profiles

Do not start by rewriting flight tuning, rig offsets, or squad deployment rules before you have one clean baseline drop.