Match Start¶
For: intermediate admins tuning autostart, pre-start, and headstarts.
How matches begin on their own: autostart, the pre-start window, headstarts, and start reminders.
Autostart¶
JManhunt begins a match on its own once enough players queue up, instead
of waiting for /manhunt start:
settings:
match:
start:
autostart:
enabled: true
timing:
countdown-seconds: 30
countdown-style: VERSUS
minimums:
hunter: 1
speedrunner: 1
maximums:
hunter: -1
speedrunner: -1
broadcast-requirements:
enabled: false
interval-seconds: 60
Autostart triggers once each role reaches its minimums (hard minimum
1 per role). Each lobby runs its own countdown and starts its own
match; see Concurrent Matches.
Minimums and maximums (-1 disables a role) only gate autostart:
manual /manhunt start keeps its own one-hunter-one-speedrunner check.
While a lobby sits below its minimums, broadcast-requirements tells
queued hunters and speedrunners what is still missing every
interval-seconds. When a role sits above its maximum, the nag names
the excess instead. The timer restarts whenever someone new joins the
teams.
Countdown¶
countdown-seconds (default 30) is the wait before JManhunt runs
/manhunt start on its own. Set to 0 to start immediately with no
countdown.
countdown-style (default VERSUS) picks the announcement style.
SIMPLE uses the plain autostart messages, while VERSUS shows the
runner-vs-hunter lineup instead (3v5 starts in 30s.). Both are
customizable in messages.yml.
Start on Speedrunner Damage¶
The match opens with a pre-start window that lasts until a speedrunner hits a hunter, giving speedrunners a moment to get their bearings before hunters are let loose.
settings:
match:
start:
start-on-speedrunner-damage:
enabled: true
delay-seconds: 45
on-expire: FORCE_START
start-in-adventure-mode: true
reminder-interval: 30.0
Players in the pre-start window are invulnerable and deal no damage. The speedrunners' first hit on a hunter opens the match: it deals no damage itself, but its knockback registers. Hunter hits are cancelled outright. Match clocks ignore the pre-start window and start when the game begins.
If a leave empties a side before the game begins, the match cancels. Disconnecting during pre-start removes you at once, with no grace period.
Pre-Start Timeout¶
delay-seconds is how long JManhunt waits for that first hit before
falling back to on-expire. Values below 5 clamp up to 5; set to
-1 to wait indefinitely.
On Expire¶
CANCEL: abort the match without recording stats.FORCE_START: start the match anyway, with the normal game-start announcement after the force-start line.
Adventure Mode Lock¶
start-in-adventure-mode puts every participant in adventure mode
during the pre-start window so nobody breaks blocks while waiting.
Everyone returns to survival the instant the game begins.
Headstarts¶
Either side can start ahead: a headstart configured for one side holds the other side in limbo while the configured side plays. Each side is configured independently.
settings:
match:
headstart:
speedrunner:
enabled: true
delay-seconds: 20
hunter:
enabled: false
delay-seconds: 20
Speedrunners start ahead out of the box (20 seconds, hunters held);
the hunter side is disabled. delay-seconds accepts 0 and up; 0
releases the held side immediately.
If Start on Speedrunner Damage is also
enabled, countdowns do not begin until that first hit lands. Each held
player's location is recorded when their countdown begins: held
players may fly around freely, then teleport back to their recorded
spawnpoint when the delay expires. Every countdown announces its full
delay at once, skips ladder marks within 2 seconds of that opener,
then runs the shared ladder (10h40m down to the final 3, 2, 1) with
formatted times like 5m or 1h 2m. Players who join mid-match
while their side is held are held too.
Headstart Restrictions¶
Extra rules for held players. The master switch defaults off; when it is on, each sub-category applies per its own flag:
settings:
match:
headstart:
restrictions:
enabled: false
traversal:
enabled: true
max-distance: 10.0
effects:
enabled: false
effect: blindness
amplifier: 0
traversal pins each held player inside a max-distance sphere
around their own recorded point. Escape attempts rubberband back to
the sphere surface (look direction kept). Values at or below 0
disable the clamp; a new radius applies on the next check without a
restart.
effects applies one potion effect for the whole hold (infinite
duration, cleared at release, cancel, or teardown). Unknown ids warn
and skip; the amplifier minimum is 0. Effect changes apply on the
next hold, never mid-hold.
Start Reminders¶
How often players are reminded while waiting for the first speedrunner hit:
Finite pre-start timeouts announce the full delay at once, then the
shared countdown ladder (whatever marks fall inside the delay). The
value above is only the
repeat interval when the pre-start window waits indefinitely
(delay-seconds: -1). Set it to -1 to disable reminders while
still waiting.
Start Broadcasts¶
When the match begins, everyone sees the Twists roll call: one
bullet line per active modifier, then an and n more by ... tail
once the list passes the cap:
settings:
server:
mod-broadcasts:
enabled: true # announce active mods at match start
max: 8 # lines before the overflow tail
Set enabled: false to start matches quietly. The tail names the
hidden authors (most mods first).