
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.
Squads in Plane Deploy are not only a convenience feature. They are the team logic layer for group insertion.
What squads are supposed to do
The current squad system is designed to:
- let players create and manage squads in game
- pull a group into a shared drop
- add light spread so members are not stacked into one point
- block friendly fire between squad members
- remove protection when members die or the squad ends
Core squad config
The current top-level squad block includes:
squads:
enabled: true
maxSize: 4
inviteExpireSeconds: 30
requireInPlaneWorld: true
requireState: IN_PLANEThose settings are what keep squads anchored to the actual plane flow instead of becoming a generic social party system.
Group deploy rules
The deploy sub-block is where squad behavior becomes drop behavior:
deploy:
mode: ALL_IN_PLANE
onlyLeaderCanTrigger: true
spread:
radiusBlocks: 2.5
randomJitterBlocks: 0.25The practical meaning is:
- all valid members in plane can be pulled into the drop
- only the leader should trigger the coordinated drop
- members get slight horizontal spread around the chosen point
Friendly-fire protection
The current team-protection block is built to stop squad members damaging one another during the active squad lifecycle.
It supports:
- enabled or disabled friendly-fire blocking
- warning messages when damage is blocked
- a message cooldown
- removal from the squad on death
That makes squads usable as a real team layer for a round-based mode.
Public squad announcements
The separate squadAnnouncements block is for public intel and spectacle:
- channel selection
- radius
- message format
- optional leader name
- sounds and particles
Use this when group drops should become part of the wider round information flow.
Live command surface
The current /squad command supports:
/squad
/squad help
/squad create
/squad invite <player>
/squad accept [leader]
/squad decline [leader]
/squad list
/squad leave
/squad disband
/squad kick <player>
/squad leader <player>Good defaults for most servers
The current defaults are already close to a good round-based mode:
- squads enabled
- leader-only coordinated trigger
- group deploy mode set to
ALL_IN_PLANE - squad preserved after deploy
- friendly fire blocked
- remove-on-death enabled
That setup makes squads feel like temporary combat teams instead of one-off transport parties.
When squads do not pull everyone
If a group drop only brings one or two members, check these first:
- are all expected members in the same world
- are they still in the required player state
- is the leader the one hitting the door
- is the squad already disbanded or partially broken by deaths
Those checks solve most "squads are broken" reports without touching code.

