
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 is at its best when each layer is debugged in order instead of all at once.
If a player does not deploy correctly
Check these first:
- are they in the right world
- are they inside a real door zone
- does that door zone point to an existing spawn group
- does that spawn group contain valid spawns
- is the player state what you expect
If needed, use:
/pd deploy <doorId|spawnGroup>
/pd stateThat lets you separate broken geometry from broken player state.
If the plane visual looks wrong
The cinematic plane display is usually affected by:
visuals.planeDeploy.durationTicks- speed settings
- per-door flight direction
- display view range and culling size
- chunk-loading behavior
- cleanup timing
If the visual feels frozen or inconsistent, enable plane debug and test one door at a time.
If wind feels too aggressive or too weak
Check the full wind block together:
- base speed
- active duration
- direction
- oscillation
- whether open parachutes should ignore wind
Do not only nudge one number repeatedly if the player-state timing is also wrong.
If parachutes do not behave correctly
The most common checks are:
- does the player actually have the pack item
- is airborne deploy required
- is auto-deploy masking a manual-input misunderstanding
- is click-to-close still disabled
- is the profile ID valid
- do the custom-model-data values match the current resource pack
Use:
/parachute styles
/parachute who <player>
/parachute test [style]before assuming the problem is deep rig math.
If squads do not deploy together
Check:
squads.enabledrequireInPlaneWorldrequireState- deploy mode
onlyLeaderCanTrigger- whether deaths have already removed members from the squad
Most squad complaints are eligibility problems, not broken invite commands.
Debug toggles that matter
The current debug block includes:
debug.logDeployEventsdebug.logSquadEventsdebug.logStateChangesdebug.logFallDamageSuppresseddebug.plane
Turn on only the lane you need. This plugin has enough moving parts that noisy logs become their own problem.
Optional integrations
The combined plugin currently has:
- no hard dependency plugins
- optional
ModelEnginesoft dependency
That means the core deployment flow should work without ModelEngine. Treat ModelEngine as an optional visual or future integration lane, not a boot requirement.
The practical troubleshooting order
When something feels broken, use this order:
- confirm
data.yml - confirm player state
- confirm drop behavior
- confirm wind and HUD
- confirm parachute behavior
- confirm plane visual polish
- confirm squad layering
That order matches the real dependency chain in the plugin and keeps you from chasing cosmetic symptoms before the route itself is correct.

