Game modes¶
The same plugin drives two game modes. Each server runs one of them: an HCF server and a kitmap server are two installations, each with its own data.
# Determines which game mode this server instance runs.
# - false (default): full HCF mode, all systems enabled (Lives system, DTR, claims...).
# - true: Kitmap mode. Modules that don't apply to Kitmap - today, the Lives
# system - do not initialize at all, not just hide their commands. Everything
# else is shaped by the module files (a kitmap usually turns deathbans off in
# pvp.yml, for instance).
# Read at startup only: changing it needs a restart, not /hcf reload.
kitmap-mode: false
kitmap-mode is read at startup only: changing it needs a restart, not /hcf reload — modules that never started cannot appear in the middle of a session.
What changes¶
| HCF | Kitmap | |
|---|---|---|
Lives (/lives, /revive) |
on | not started at all — there is no deathban for a life to lift. The commands answer that they are unavailable, and lives.yml is not used |
| Everything else | the same code | the same code, shaped by configuration |
That is the whole difference in code. A kitmap is otherwise a matter of configuration — which is the point: every rule is a setting, so the two modes need no separate builds.
Setting up a kitmap¶
The usual kitmap choices, file by file:
Kitmap usually has no deathbans: a death sends the player back to spawn to refill.
Players get exactly the kit, refilled from signs at spawn.
Create the kits in game (/kit create <id>), with no cooldown, then place signs whose first line is [Kit] and second line the kit id.
Many kitmaps keep teams and claims but make raiding pointless or impossible. Either turn DTR off — claims are then permanently protected and deaths cost nothing:
or keep the classic rules if your kitmap raids.
Classes are central to kitmap: a kit holding a class's armour set (gold for Bard, leather for Archer, chainmail for Rogue) makes the class turn on once worn. Keep warmup-seconds short for kitmap, and set team limits if you want them:
Then create one kit per class (/kit create bard...) with the matching armour, and a refill sign for each.
Tip
Everything that ships empty or switched off is listed in Setting up a map, step 10. Go through it for a kitmap too.