46 lines
1.9 KiB
Markdown
46 lines
1.9 KiB
Markdown
# FAQ
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## Where did `MinigameAreaVolume` go?
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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.
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## Why remove custom minigame volume types?
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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.
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## Why is `MinigameId` a dropdown now?
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`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.
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## Why is my minigame not in the dropdown?
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Check:
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- The JSON is under `Server/Minigames/`.
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- The filename matches the `Id`.
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- The asset loaded without codec errors.
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- The server was restarted or the asset was reloaded after adding the file.
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## Can I still start games with commands?
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Yes.
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```text
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/minigame enable My_Game
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/minigame start My_Game
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```
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Commands are useful for testing and admin control. In-world game flow should use Hytale trigger volumes with minigame trigger effects.
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## Can two minigames run at the same time?
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Yes. Active runtimes are keyed by runtime ID, and one minigame can have multiple active runtimes on different discovered maps or variants.
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## How do I award score from a volume?
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Attach `ModifyPlayerScore` or `ModifyTeamScore` to a normal Hytale trigger volume. Add `PlayerInMinigame` if the effect should only run for players already participating.
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## My condition has an optional `PlayerId`. Should I fill it?
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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.
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