killstreaks.yml¶
Killstreak rewards.
How it plays: read the guide
Every example on this page is taken from the shipped killstreaks.yml. Changes apply with /hcf reload.
enabled: true at the top of the file switches rewards on and off.
Rewards¶
Ships empty. The example is the commented one in the file:
killstreaks.yml
# EMPTY ON PURPOSE. The reward table is entirely yours, and inventing one would
# be deciding your gameplay - the same reason points-per-capture defaults to 0 in
# teams.yml.
#
# A reward fires at EXACTLY its streak, not at every streak up to it: a player
# reaching 10 was already given 3 and 5 on the way up.
#
# Rewards are console commands, which is the only shape that can express "give
# them a kit", "drop a crate" or anything from another plugin without this module
# knowing what those are. %player% and %streak% are filled in.
#
# rewards:
# 5:
# broadcast: "&c%player% &7is on a &f%streak% &7killstreak!"
# commands:
# - "kit give %player% streak5"
# 10:
# broadcast: "&4%player% &7is on &f%streak%&7! Somebody stop them."
# commands:
# - "ability give %player% switcher 1"
#
# A streak is reset by dying, and is stored - so it survives a restart, and
# cannot be farmed by waiting for one.
rewards: {}
| Key | What it does |
|---|---|
rewards.<streak> |
Fires at exactly that streak |
broadcast |
A line to everybody, with %player% and %streak% |
commands |
Console commands, with %player% and %streak% |
The whole shipped file¶
killstreaks.yml
# ---------------------------------------------------------------------------
# killstreaks.yml - rewards for consecutive kills
#
# Lines "# --8<-- [start:...]" and "# --8<-- [end:...]" mark the parts the online
# documentation quotes from this file. They are comments and change nothing.
# ---------------------------------------------------------------------------
enabled: true
# EMPTY ON PURPOSE. The reward table is entirely yours, and inventing one would
# be deciding your gameplay - the same reason points-per-capture defaults to 0 in
# teams.yml.
#
# A reward fires at EXACTLY its streak, not at every streak up to it: a player
# reaching 10 was already given 3 and 5 on the way up.
#
# Rewards are console commands, which is the only shape that can express "give
# them a kit", "drop a crate" or anything from another plugin without this module
# knowing what those are. %player% and %streak% are filled in.
#
# rewards:
# 5:
# broadcast: "&c%player% &7is on a &f%streak% &7killstreak!"
# commands:
# - "kit give %player% streak5"
# 10:
# broadcast: "&4%player% &7is on &f%streak%&7! Somebody stop them."
# commands:
# - "ability give %player% switcher 1"
#
# A streak is reset by dying, and is stored - so it survives a restart, and
# cannot be farmed by waiting for one.
rewards: {}