
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 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
ModelEnginesoft-dependency only
Plugin identity
Keep these values stable when you package or troubleshoot the plugin:
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:
plugins/PlaneDeploy/The two files that matter first are:
plugins/PlaneDeploy/config.ymlplugins/PlaneDeploy/data.yml
3. Verify the plane spawn
The top of config.yml defines the plane location and join behavior:
plane:
world: world
spawn:
x: 38.57543068568335
y: 197.0
z: 869.5460935803166If you want to set that from in game, use:
/pd setplane4. 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:
/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:
/parachute test
/parachute stylesDo 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.ymlanddata.ymlexist/pdreturns help/squadreturns status or help/parachute styleslists 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:
mvn -U clean packageThat 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.

