3.6 KiB
Commands Reference
All commands are subcommands of /minigame.
Definition Management
/minigame list
Lists registered minigames and basic runtime state.
/minigame create <pack> <id> <name>
Creates a new minigame definition with default settings and saves it into the named
asset pack (<pack>/Server/Minigames/<id>.json). The pack must exist and be writable
(not a read-only/zipped pack). Because the definition lives in an asset pack, it is
reloaded by the normal asset scan on every server start.
/minigame create KingOfHillAssetPack Beach_Race "Beach Race"
Ids may only contain letters, numbers, _ and -.
/minigame info <id>
Shows the loaded definition and runtime status for a minigame.
/minigame edit <id> <property> <value>
Edits a simple definition property and saves it back into its asset pack.
Supported properties: name, description, enabled. Use the Hytale asset
editor for everything else.
/minigame edit Beach_Race name Beach Race Deluxe
/minigame edit Beach_Race enabled true
/minigame enable <id> / /minigame disable <id>
Sets Enabled and persists the definition to its asset pack. Disabling prevents new
queue joins and starts but does not stop an already running runtime.
/minigame validate <id>
Runs definition validation (player counts, round length, countdown, overtime/sudden-death timer settings).
/minigame delete <id>
Ends any running runtimes, removes the definition from the asset store, and deletes its file from its asset pack. Definitions in read-only packs cannot be deleted.
Runtime Management
/minigame start <id>
Starts a queued runtime for the given minigame as an admin start: the min-player
pregame check is skipped, so the game runs even with an empty or short queue.
The selected map comes from MapSelectionMode: highest vote for VOTE, random
discovered map for RANDOM.
A start is refused (with a message) when:
- the definition has a
WorldIdand you are in a different world, or - no trigger volume sets the game's phase to
ACTIVE(see Lifecycle contract inarchitecture.md).
/minigame stop <id> [reason]
Stops all active runtimes for the minigame ID.
/minigame reset <id>
Resets all active runtimes for the minigame ID.
Map Commands
/minigame maps <id>
Lists maps discovered from trigger volumes in the sender's current world. Run this command as a player in the world containing the tagged volumes.
/minigame vote <id> <mapId>
Casts or updates the sender's vote. Only players who are in the queue may vote.
Player Commands
/minigame join <id> [player]
Adds the command sender, or the optional player target, to the minigame queue.
Fails when the queue is full (MaxPlayers) or the minigame is disabled.
/minigame leave [player]
Removes the player from every queue and from their current game. Leaving a game restores the player's saved inventory; if nobody is left in the runtime, it ends.
/minigame spectate <id> [player]
Joins a running game as a spectator (requires AllowSpectators: true in the definition)
and teleports the spectator to the game's MainArena volume when one is visible from
their world. Spectators are excluded from rankings and the scoreboard.
Volume Workflow
The old custom minigame volume system was removed. Use Hytale's trigger-volume editor for
volume placement and attach the minigame trigger effects and conditions there.
/triggervolume clone and /triggervolume clonegroup (injected by this plugin) help
duplicate configured volumes between maps.