Open pjindras opened 4 months ago
This can happen if the positions have not been set correctly (or if there are other runtime problems with the positions that have not been considered). The overview and description of the current positions can be found here. Are the "Main Fallback-Spawn" and "Lobby Area" outside the lobby area?
I will soon publish a new release, with which many bugs have generally been fixed in recent months. Then you can test it again.
it should be all inside the lobby area, but the player leaves the game to main server lobby (means different server), maybe this could be an issue, I will try to put fallback area outside the lobby area, the current positions are:
name: "lobby0" display_name: "&eRocket Wars" auto_load: true world: "world" lobby_time: 60 join_ongoing_game: false min_size: 2 max_size: 10 team1_name: "Červení" team1_color: "&c" team2_name: "Zelení" team2_color: "&a" spawn_point: x: 0.03376447698343381 "y": 68.0 z: -38.42421991845721 yaw: 3.1472726 pitch: 19.64994 after_game_spawn: x: 0.03376447698343381 "y": 68.0 z: -38.42421991845721 yaw: 3.1472726 pitch: 19.64994 area: min_x: -65 min_y: 0 min_z: -61 max_x: 28 max_y: 256 max_z: 47 map_choose_procedure: "MAPVOTING" possible_arenas:
and
fallback_spawn: world: world x: 0.03376447698343381 y: 68.0 z: -38.42421991845721 yaw: 3.1472726 pitch: 19.64994
I tested it, but for me it was much better, when fallback_spawn was on the same lobby, now there are many situations, when the player is placed outside the game lobby
The Lobby area is a protected area where only MissileWars players (and Admins) are allowed to be. If there are players who have not yet been registered by the MissileWars plugin, this will lead to problems. The Lobby area restriction management is therefore the guarantee for stable player management during the server runtime.
This is the current concept and it makes sense for technical reasons. It also works well for me in practice. For adjustments, I would need examples of situations in which the current structure causes problems. If the "Main Fallback-Spawn" is the server spawn it should be fine for the players, in my opinion.
Or which case is the reason that players come to the "Main Fallback-Sawn" so often?
Maybe we can create another location for some cases to differentiate between the teleport reasons.
in my case, every game quit and than sometimes server join / rejoin while no game is active
but quit location is set correctly
Describe the bug Player is not detected in lobby, I dont know why
To Reproduce Steps to reproduce the behavior:
Expected behavior Player shold be detected and game should start
https://mclo.gs/sCMlKdo
**Server Purpur 1.20.4 Java 21
Problem occures usually when player joins the game and than leaves it into lobby before the game starts.