Documentation

On-death behaviour

Choose whether players respawn normally, move to spectator or get kicked when they die. You can also add a sound, visual lightning or commands to run at the same time.

commands
/ondeath spectate
/ondeath kick
/ondeath none
Mode What happens
none Normal respawn
kick Kicked with your message
spectate Into spectator mode
yaml
death:
  on-death-enabled: true
  on-death-mode: "none"
  kick:
    message: "&c&lYou died!"
  spectate:
    send-fake-leave-message: true
    fake-leave-format: "&e%player% left the game"

Ops get different rules

commands
/ondeath opsetting <kick|spectate|nothing>

/ondeath opmode is the same. Set it to nothing so you don't get thrown out of your own recording when you die.

Commands on death

commands
/ondeath command add <command>
/ondeath command remove <#>
/ondeath command list
/ondeath command clear

Run from console when someone dies. %player% is the victim. remove takes the number from list.

NPC deaths run them too.

Lightning

commands
/ondeath lightning <on|off>

Strikes lightning where they died. Visual only, it doesn't hurt anyone.

Death sounds

commands
/ondeath sound gui                          # the picker
/ondeath sound <name> [everyone|player]
/ondeath sound volume <0.0-2.0>
/ondeath sound pitch <0.5-2.0>
/ondeath sound none
/ondeath sound list
/ondeath sound player add <user>
/ondeath sound player remove <user>
/ondeath sound player list

everyone plays the sound for deaths without checking the killer. player only triggers it when the killer is on the configured player list.

The list controls whose kills trigger the sound, not who hears it. When it triggers, players in the same world and within the configured radius hear it.

/ondeath sound on its own shows the current sound, volume, pitch, type and list.

yaml
sounds:
  enabled: true
  death:
    enabled: true
    sound: "NONE"
    volume: 1.0
    pitch: 1.0
    radius: 50.0
    play-for-gamemodes:
      - SURVIVAL

The picker is the easiest way to choose a sound. play-for-gamemodes checks the gamemode of the player who died, not the listeners. For example, SURVIVAL means a survival player's death can trigger the sound; it doesn't stop a nearby spectator hearing it.