Match Control¶
For: advanced users ending games by script.
Eliminate players, end matches, and switch roles mid-game. The one-line forms live in the cheatsheet.
| Tag | Meaning |
|---|---|
<loseplayer:player,reason> |
Eliminate a player, empty (the reason may hold commas). |
<win:ROLE,reason> |
End the match for HUNTER or SPEEDRUNNER, empty. |
<pswitch:player,ROLE> |
Switch a player to a role and refresh their lives, empty. |
<loseplayer:player,reason> instantly eliminates a hunter or
speedrunner by name (even one already dead) and moves them to
spectator, announcing lost: <reason> with that role's elimination
sound.
<win:ROLE,reason> ends the match for HUNTER or SPEEDRUNNER
(case does not matter). Both tags leave nothing behind. The reason
is everything after the first comma, so it may hold commas; an empty
or missing reason becomes unknown reason. The win reason is posted
on the win screen.
<pswitch:player,ROLE> switches one online match assignee to the named
role (any of HUNTER, SPEEDRUNNER, SPECTATOR, NONE, AFK; case
does not matter) and refreshes their lives to that role's configured
value. Position, inventory, pending respawns, and headstart holds stay
untouched, and interval schedules keep running; only future events use
the new role. A held compass is kept and restamped for the new role,
never cleared; players without one are issued one when the new role is
configured to receive compasses. Every switch first runs the
player's player-cleanup lists, then a switch into the game runs
that role's ON_START lists like a fresh entrant. ON_RESPAWN
lists still fire once per life, waiting out any headstart or join
hold first. ON_START and ON_RESPAWN catch-ups only run while
the match is live (not ending or cancelled) and the player is an
active participant.
Eliminated players can be switched back into the game this way. Unknown
players, bad roles, and players outside a live match warn and change
nothing.