Closed Lennord closed 7 months ago
What proxy do you use? Bungeecord or Velocity? I didn't reproduce this bug on Velocity
What proxy do you use? Bungeecord or Velocity? I didn't reproduce this bug on Velocity
Use Waterfall-latest (1.20.1 Minecraft)
Ok, I saw what the problem is, you use 'on join', when you first enter the server (not switching between servers) the player is not yet considered online on the 'proxy', since the player's connection packet has not yet had time to reach the server
Ok, I saw what the problem is, you use 'on join', when you first enter the server (not switching between servers) the player is not yet considered online on a 'proxy', since the player's connection packet has not yet had time to enter
okay, so what do I use?
What do you want to do?
What do you want to do?
in fact, I would like when a player connects to a server and it detects that he is connected to the proxy.
What do you want to do?
in fact, I would like when a player connects to a server and it detects that he is connected to the proxy.
When player connects to server he is already connected to proxy, but if you wanna handle any proxy connections you can use:
on player (join|connect)[(ed|s)] [to] proxy [server]:
for handle any proxy connections, or
on player (join|connect)[(ed|s)] [to] (proxied|network) server:
on player (join|connect)[(ed|s)] [to] (proxied|network) server %string%:
to handle connections to proxied servers
What do you want to do?
in fact, I would like when a player connects to a server and it detects that he is connected to the proxy.
When player connects to server he is already connected to proxy, but if you wanna handle any proxy connections you can use:
on player (join|connect)[(ed|s)] [to] proxy [server]:
for handle any proxy connections, or
player (join|connect)[(ed|s)] [to] (proxied|network) server
player (join|connect)[(ed|s)] [to] (proxied|network) server %string%
to handle connections to proxied servers
ok thank you very much, I will close this issue which is no longer a problem, thank you.
Good evening, the syntax problem has returned, it's always reversed
Syntaxe:
if player isn't/is connected to proxy
Code: