Match Start¶
Quick Start: Run your first match.
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
- 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 (
-1disables a role) only gate autostart: manual/manhunt startkeeps its own one-hunter-one-speedrunner check. - While a lobby sits below its minimums,
broadcast-requirementstells queued players what is still missing everyinterval-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 starton its own. Set to0to start immediately with no countdown.countdown-style(defaultVERSUS) picks the announcement style.SIMPLEuses the plain autostart messages, whileVERSUSshows the runner-vs-hunter lineup instead (3v5 starts in 30s.). Both are customizable in the active lang file.
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.
- Item use is locked down too: participants cannot throw, shoot, fish,
or interact with blocks and entities, while eating and drinking stay
allowed. Spectators and
jmanhunt.adminholders are exempt. - 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.
- The final 3, 2, 1 of the wait show as titles; a hit starting the match mid-sequence cancels them at once.
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: 25
hunter:
enabled: false
delay-seconds: 25
- Speedrunners start ahead out of the box (25 seconds, hunters held);
the hunter side is disabled.
delay-secondsaccepts 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 inside their restriction sphere, 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
5mor1h 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 on; when it is on, each sub-category applies per its own flag:
settings:
match:
headstart:
restrictions:
enabled: true
traversal:
enabled: true
max-distance: 7.0
effects:
enabled: true
effect: blindness
amplifier: 0
sphere:
enabled: true
style:
type: DUST
color: "#de7766"
point-spacing: 0.75
wave:
pulse-mode: INTERVAL
interval: 0.5
wave-direction-angle: 0.0
wave-length: 15.0
wave-speed: 2.0
- The sphere covers starters, late joiners, and respawners alike. Players who join while their side is held take the same hold as the starters. Players waiting out a respawn delay wait inside their own sphere centered on their validated respawn location.
traversalpins each held player inside amax-distancesphere around the hold anchor. Escape attempts rubberband back to the sphere surface with aNo spying!warning and the angry sound, throttled to one warning per 2 seconds per player. Values at or below 0 disable the clamp; a new radius applies on the next check without a restart. Spectator gamemode ignores the clamp, and preparing matches passthrough untouched so the start film never rubberbands.effectsapplies 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.spheredraws the clamp as a wave sphere around each anchor, styled like the pseudoborder walls. At match start every held player shares one sphere centered on a random starter's spawn; respawn holds keep their own center. Each sphere shows to its held player only, so waiting positions never leak. Turningsphere.enabledoff hides the visuals while the clamp keeps working.- Existing installs keep their current values when upgrading: only new installs start from the defaults above, and only missing keys are added. Radius and visual changes apply live; effect changes apply on the next 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-1to disable reminders while still waiting.
Start Broadcasts¶
- When the match begins, members read the full status body, whose
last section is the Mods roll call: one bullet line per active
modifier, then an
and n more by ...tail once the list passes the cap. Role announces ("You are a ...") always follow the status. - When
show-on-starthides the status, the roll call still goes out once as a standalone broadcast, so matches never start mod-silent or mod-doubled.
settings:
server:
mod-broadcasts:
enabled: true # announce active mods at match start
max: 5 # lines before the overflow tail
show-authors: true # name the authors after each mod
- Set
enabled: falseto start matches quietly. The tail names the hidden authors (most mods first). Setshow-authors: falseto drop the authors everywhere: lines show the mod or preset name only, and the tail shortens toand n more. - Presets collapse the list: a preset whose members are all active prints as one line instead of its members, nested presets collapse into their outermost preset, and mods outside every preset still print on their own after the preset lines.
- Hovering a line shows more: the whole line (bullet included)
hovers, tinted the mod's or preset's color. A mod line previews
its description, and a preset line lists its included mods in
selection order (truncated past eight with an
and n moretail).