Open bacon-avenger opened 12 years ago
The problem still persists untill now. Can someone please get hot on this fix? seems like a small change would need to be done in the priorities...
I don't know if this was intentional or not, but modifyworld now no longer checks for the group entity when checking the damage deal node.
That sucks. Oh well. Thanks for the email
On Fri, Aug 3, 2012 at 1:20 AM, Bacon Avenger reply@reply.github.com wrote:
I don't know if this was intentional or not, but modifyworld now no longer checks for the group entity when checking the damage deal node.
Reply to this email directly or view it on GitHub: https://github.com/PEXPlugins/Modifyworld/issues/24#issuecomment-7476010
Is this problem still persisting? I plan to make a pvp server only using Pex and I think I still have this problem :/ And I don't want to change because I like pex name ^^'
Hit'
add -modifyworld.damage.deal.player. -modifyworld.damage.take.player.
or replace player with group.
Its working now, I think.
I had a minigame plugin and pvp damage off using modifyworld, and there was a conflict. So make sure that if you deny one group from attacking each other and you ALSO use minigames, the groups being different for each plugin (say TeamAvengers wants to join a minigame, some are on blue and some are on red) There will be a conflict and lag.
On Fri, May 3, 2013 at 6:21 PM, HitArrowLegend notifications@github.comwrote:
Is this problem still persisting? I plan to make a pvp server only using Pex and I think I still have this problem :/ And I don't want to change because I like pex name ^^'
Hit'
— Reply to this email directly or view it on GitHubhttps://github.com/PEXPlugins/Modifyworld/issues/24#issuecomment-17385486 .
(See http://dev.bukkit.org/server-mods/permissionsex/forum/permissions-help/35579-something-wrong-with-yml for the thread on this ticket)
Bukkit 1.2.5 recommended build PEX 1.19.1
Example perms:
The idea is to keep the two groups from hurting their group memebers, as if friendly fire has been turned on, however, the permission checks are showing a problem...
When modifyworld calls for the modifyworld.damage.take.player.* node, it's granted, causing damage. Negating modifyworld.damage.take.player.* doesn't fix it either as it negates damage from all players regardless of the group and the group damage setting.