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Official SPORTS | Volleyball Information, Rules & More

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KimiNoUso

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The thread will explain the basics of SchoolRP's Volleyball plugin, the objectives, how to sport is played as well as anything else you may need to know. Alongside the basic tutorial, this thread will also include the competitive statistics, rules and information explaining what each position in the game controls and how to play them.



VOLLEYBALL TUTORIAL
Credit to greehn

Setting/Receiving - (EASY)
Setting the ball is the most important move you need to know when playing volleyball on SchoolRP. Setting the ball causes all the momentum the ball had to be killed and sent directly upwards, stabilizing it. This is why setting is often used for receiving the ball as well. To perform a set, hold SHIFT and LEFT-CLICK directly on the ball. It should look something like this:

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RECEIVING EXAMPLE
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Spiking - (EASY - MEDIUM)
Spiking will be your main method of attacking. Spiking is simply just hitting the ball down onto the other team's court. It is a lot easier to spike a ball when being set by another player. To spike, you need to be in the air and LEFT-CLICK directly on the ball while aiming at the place you want to hit to. Spiking relies heavily on timing, so keep that in mind if you plan to practice it. Spiking should look something like this:

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Blocking - (MEDIUM)
Blocking is another defensive move alongside receiving. It is just like spiking as you are spiking the ball back to the opposing team's side. Blocking can also be used to shut off an area for the opposing spiker to spike and narrows down their options on where to attack, assisting your back row in easily positioning themself to where the spiker may hit. Like with spiking, all you have to do is JUMP and CLICK on the ball to send it back to the other team's court. (YOU MAY NOT DO THIS ON SERVES)

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SELF SPIKE - (HARD)
Self spiking is used mainly in 1v1s when there isn't anyone else to set you but can also be used as a surprise attack in a 3v3. Self spiking utilizes the other two moves before this, so it is best practice to understand the other two before attempting this. To perform a self spike, you want to set the ball at head level, press SPACE immediately after you set the ball upwards, and finally spike the ball as you are jumping up with it. This one is quite hard to explain in text, so I suggest asking someone who knows how to self spike to teach you if you didn't understand this explanation. The self spike should look something like this:

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POSITIONS ON THE COURT
Credit to greehn
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Setter
The setter is essentially the brains and the playmaker of the team. They are the ones who are calling the strategies or plays most of the time on the team. They are situated at the front of the court and usually in front of the net, where it is easiest to set the ball. They are also in charge of the blocking for the team. They will be setting the spiker most of the time, coordinating where to attack on the court.

Spiker
The spiker is the main attacker on the team. They are the ones who are receiving sets from their setter and spiking the ball down on the other team's court. As a spiker, your main job is to look for open spots on the opposing team's court and spike the ball there. The spiker is able to help with defence in two ways: blocking, or receiving, depending on what your team wants to do defensive wise.

Libero
The libero is in charge of the defence for the team. Specifically, they are the ones in the back row picking up the balls that get past the blockers. They are situated in the back of the court. Libero is not able to serve but are allowed to spike as long as they jump before the 10-foot-line.

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(Basic formation for these positions.)




COMPETITIVE RULES
Rules updated by official team captains.
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GAME RULES
1. Games will follow an out-of-game scoreboard meaning that the plugin score will not be accounted for.​
1a. A team must reach 25 points to win the set.​
1b. A deuce occurs when the winning team does not have a lead of two points once they reach 25 points. If a deuce occurs, a team must lead by two points to win. (ex. Both Team 1 and 2 are at 24 points. One team has to be ahead by two points to win.)​
1c. Matches will be played best of three sets for normal games, meaning a team must win two sets to win a match​

2. A lineup must consist of three players, one of which must be a libero.​
2a. Liberos may spike as long as they jump before, or on the ten-foot-line / quartz line.​
2b. Liberos are allowed to roam into, and touch the ball in the setter box, so long as it is not spiked immediately after.​

3. If the plugin ever scores a point for the wrong team (ball goes under the net) it must be hit down, and a point is awarded to the opposite team.
4. You may not climb the net or posts.
5. Each player must have their number visible on the uniform.
5a. Liberos must use a uniform that contrasts the spiker and setter.

6. The designated setter should remain in the box for the majority of a rally, but is not strictly confined. Up to the referee's discretion.​

SERVING RULES
1. Serves must go over the net in order to be valid.​
2. You may make multiple consecutive touches on a serve, but the ball may not leave your vicinity for these touches.​
3. Servers must rotate after a point is lost. (ex. Player 1 serves and your team loses the point. Once your team gains the point back, Player 2 must serve until your team loses a point.)​
4. The defending team must make use of all three touches before hitting the ball back over the net after an opposing serve.
4a. If the ball is inadvertently hit over on the second hit but it is clearly not spiked, the rally may go on. Up to the referee's discretion.​
5. You may not shift-click during your serve.​
6. Libero is not able to serve the ball.
7. You may only serve after the whistle was blown.
7a. The referee may call a violation if no serve was made after 8 seconds.​

MATCH DETAILS
1. Teams must show up to their matches within 10 minutes of the given time, the team that does not show up will be forfeited from that match.​
a. If a team is for whatever reason unable to get 6 players, one player from outside of the team may participate in place of a missing player.
2. Teams are allowed a maximum of one timeout and two substitutions per match.​
2a. Only the captains may call timeouts and substitutions.​
2b. Switching position on the court counts as a substiutions.​
2c. A libero may only switch positions with another dedicated substitute.

3. Teams must declare their lineups and substitutions before the tournaments and they may not be changed.
3a. A game can not start if either team uses a non declared lineup. Excluding substitutes, only under unexpected circumstances.​





MATCH HISTORY
KARAKURA VOLLEYBALL LEAGUE (Dissolved)
Season 1: Bobcat Females
Season 2: Bobcat Males
Season 3: Bobcat Males

SUMMER 2021 | BRACKET
1st place: Bobcat Male
2nd place: Sports Club ('The Green Team')


WINTER 2021 | BRACKET
1st place: Bobcat Males A
2nd place: Bobcat Females A



f[THIS POST IS LIKELY TO CHANGE THROUGHOUT TIME ON SCHOOLRP. UPDATES WILL BE PLACED IN THE COMMENTS BELOW. IF YOU HAVE ANY SUGGESTIONS PLEASE DM A MEMBER OF THE SENIOR LEADERSHIP TEAM]

[KARAKURA ACADEMICS]

ORIGINAL THREAD CREATED BY: @greehn | ORIGINAL POST
 
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