Closed k0nker closed 6 years ago
Set negation nodes if you don't want your ops to actually be ops...
@RoboMWM I already did that. The problem I am having is that OpenInv doesn't recognize that the permission openinv.override
is set to false when the user is OP'd. Not only that node, but everything under openinv turns on when OP'd, even if the nodes are each set to false.
Guess we'll have to actually check what each PermissionAttachment sets values to rather than using a basic permissions check.
As a bandaid, you can negate OpenInv.*
I already attempted to just negate openinv.* in the permissions and it also did not work.
To be clear, I have attempted to set each individual permission node as well as the wildcard, and any variation I could think of, to false. None of it accomplished the goal.
Oops, you'll also need to negate *
. I really hate wildcards.
Please try OpenInv.zip
I have created a permission group that removes things from OP, it works since plugins just search for the permission to give access to a command. However, this plugin is the only one that is ignoring the removal of a node, specifically openinv.override.
Essentials, CorePortect, WorldGuard, WorldEdit, etc, all listen to the perm group that gives their perms a false flag and denies the ability to use their commands to those with OP, but OpenInv is letting anyone with OP override the .exempt node on players.
As for why I did this, I wanted to give my staff members the ability to utilize command blocks, but nothing extra that op gives (like *.* permissions). Is there a chance you can add in the ability to not default the permissions to OP users? Or if there's an ISOP() boolean in the permission check, maybe have a way to turn it off in the config?