Timers
Timers use a scoreboard objective that increments every tick. When the score reaches the configured duration, completion handlers fire.
This is a strong fit for round timers, capture phases, delayed rewards, warmups, or any mechanic that should complete after a predictable amount of ticks.
Registering a timer
This generates:
- A load function that creates the scoreboard objective.
- A tick function that increments the score for all players with score ≥ 0.
Typical lifecycle
Using dedicated start and stop points keeps it clear which gameplay events begin or cancel the countdown.
Using a timer
| Function | Description |
|---|---|
start |
Set the score to 0, beginning the countdown |
stop |
Set the score to −1, halting the timer |
onComplete |
Register a handler that fires when duration is reached |
Timer with Boss Bar
Combines a timer with an auto-managed boss bar:
The boss-bar variant is useful when you want a countdown that is both mechanical and visible to players without having to manually synchronize a separate UI layer.
