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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.

Squad and Admin Tools

Squads, Team Protection, and Group Drop Flow

Use squads as team logic, group deployment, and friendly-fire protection instead of treating them like a small chat party.

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:

YAML
squads:
  enabled: true
  maxSize: 4
  inviteExpireSeconds: 30
  requireInPlaneWorld: true
  requireState: IN_PLANE

Those 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:

YAML
deploy:
  mode: ALL_IN_PLANE
  onlyLeaderCanTrigger: true
  spread:
    radiusBlocks: 2.5
    randomJitterBlocks: 0.25

The 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:

TEXT
/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.