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2026-06-07 14:34:30 -07:00

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# FAQ
## Where did `MinigameAreaVolume` go?
It was removed. The mod now uses normal Hytale trigger volumes for areas and interactions. Create a Hytale trigger volume, shape it around the arena, name or tag it for the minigame, and attach minigame trigger conditions/effects.
## Why remove custom minigame volume types?
They duplicated Hytale's trigger-volume system. The current approach is closer to Hytale's built-in style: use the engine's volume system and register only the minigame-specific conditions/effects that the engine did not already have.
## Why is `MinigameId` a dropdown now?
`MinigameCorePlugin` registers `MinigameDefinition` as a trigger-volume asset source and registers `MinigameId` fields against it. The trigger-volume editor can then show loaded minigames instead of requiring a typed string.
## Why is my minigame not in the dropdown?
Check:
- The JSON is under `Server/Minigames/`.
- The filename matches the `Id`.
- The asset loaded without codec errors.
- The server was restarted or the asset was reloaded after adding the file.
## Can I still start games with commands?
Yes.
```text
/minigame enable My_Game
/minigame start My_Game
```
Commands are useful for testing and admin control. In-world game flow should use Hytale trigger volumes with minigame trigger effects.
## Can two minigames run at the same time?
Yes. Active runtimes are keyed by runtime ID, and one minigame can have multiple active runtimes on different discovered maps or variants.
## How do I award score from a volume?
Attach `ModifyPlayerScore` or `ModifyTeamScore` to a normal Hytale trigger volume. Add `PlayerInMinigame` if the effect should only run for players already participating.
## My condition has an optional `PlayerId`. Should I fill it?
Usually leave it blank for player-caused trigger-volume events. The effect or condition will try to resolve the triggering player from the trigger context. Use an explicit `PlayerId` only for non-player-driven logic.