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Getting startedguide

First steps

Build one arena, validate it, and run your first game.

Everything happens in /eventsadmin. Event configurations live in the database, so nothing here involves a text editor.

Setting up

Set the main lobby

From the admin panel, /eventsadmin. It is where players are sent when they leave an event, and it is stored once for the whole server.

Create a configuration

In /eventsadmin, pick a type from the type selector — it is grouped by category — and give the configuration an id. That id is what commands and placeholders use.

Set the lobby spawn

Where players wait before the game starts.

Set the spectator spawn

Where eliminated players and spectators are put.

Add spawn points

Where players are dropped when the game begins. One is enough for most types; see the warning below for the exception.

Mark the arena bounds

The cuboid the game happens inside. Leaving it is treated as leaving the arena, and it is what gets saved as a schematic.

Mark whatever the type asks for

Thirteen types ask for specific places — goals, flag stands, capture points, answer zones — on the markers screen. See Arenas · Markers.

Save the schematic

From the setup screen. It is what restores the arena after a game, and what Brackets and Build Battle clone.

Tune the settings

Each type has its own screen. Defaults are listed in Event types.

Enable it

A configuration that is not enabled cannot be started.

Validation

The setup screen lists what is still missing. A configuration is playable once it has:

  • A lobby spawn.
  • A spectator spawn.
  • At least one spawn point — and at least one per team on a team type.
  • Complete arena bounds.
  • Every marker its type requires.

And, checked separately because it is only needed for restoring and cloning, an arena schematic saved as event_bounds_<id>.

Two types need one spawn per player

Most types drop everyone at a random spawn point. Pillars of Fortune and Survival Games give each player a place of their own, so they require as many spawn points as max-players — the validator says exactly how many you have and how many are needed.

Mace Roulette is the opposite: it places players itself from the centre block you mark, and is never asked for spawn points.

Running it

ActionCommand
Start it/eventsadmin forcestart <id>
Pull a player in/eventsadmin forcejoin <player> <id>
Stop it/eventsadmin forcestop <id>
Players join/events join <id>, or the menu in /events

An event opens in WAITING, counts down when it has enough players, and plays. The whole sequence is described in Game flow.

A sensible first arena

Create it in /eventsadmin (players only use /events to join). tnttag or spleef are the quickest to get right: one open room, one set of spawn points, no special materials beyond Spleef's snow floor.

  • Leave countdown at 30 seconds.
  • min-players at 4 for TNT Tag, 2 for Spleef.
  • Test with /eventsadmin forcestart before letting anyone else in.

Some types need specific blocks in the arena to work at all — snow for Spleef, TNT under the floor for TNT Run, pressure plates for Parkour. That list is in Arenas · Materials each type expects.

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