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Server Setup Guide
From a fresh install to your first manhunt. You need at least two players: one runner and one hunter.
Open plugins/Hounded/config.yml. The defaults work for a first game, but these are worth a look:
| Question | Option |
|---|---|
| How long a head start do runners get? |
headstart.default-seconds (30 by default; you can also give it per round) |
| Should the compass update by itself, or only on right-click? | compass.update-mode |
| Can runners fight back? | rules.runner-can-attack-hunters |
| Should hunters freeze while a runner looks at them? | rules.freeze-when-looked-at |
| Boss bar, scoreboard or nothing? | display.mode |
Every option is explained on the Configuration page. After editing, run /hounded reload.
/hounded runner add <player>
/hounded hunter add <player>
Add as many of each as you like. /hounded runner list and /hounded hunter list show who's on each side. Players without a role aren't part of the round.
/hounded start 30
Runners get 30 seconds while hunters wait, frozen and blind. Leave out the number to use headstart.default-seconds, or use 0 for no headstart. See How a Round Works for what happens next.
The result is announced and the game returns to the lobby. Roles are kept, so /hounded start runs the next round with the same teams. Use /hounded stop to end a round early.
Hounded doesn't reset the world between rounds. For a fresh world each time, use a world management plugin or swap worlds between rounds.
- Run a quick round with two players, and check that the hunter gets a compass and the display appears.
- Walk through a Nether portal as the runner, and check that the hunter's compass then points at the portal.
- If you use PlaceholderAPI, test with
/papi parse me %hounded_state%.
Stuck? See the FAQ.
Running a manhunt
Reference
Help