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What is the enhancement in mind? How should it look and feel?
Can we have per-group spawns? /setspawn <groupname>
Please provide any additional information below.
Can you explain more what you mean by "group"? Permission groups? So that e.g. builders will spawn differently than admins, users?
Yeah I think he means by permission group, I like this idea. Been looking for mod where I can adjust the initial spawn of players who join server for first time to put them in a 'starter' area'. This mod seems nice, but no way to set that, could with this group command though.
I guess if there was a bunch of groups and you set the regular spawn and only one group with a specific spawn, the other groups would just default to the regular spawn
@leponder: Go
You CAN set the initial spawn for new players using "/setspawn *default" but that doesn't link to any groups.
Linking to groups would be tricky, and would likely require something like Vault to regulate the group setup for all permission plugins. I wanted to avoid using Vault on this plugin... but I will give it some thought. (I'm sure dh1jc will too :) )
@ellbristow: Go
I already thought about that several times, and came up with a simple setup.
One of the easy ways of doing this is to add a permission to the groups (I think I saw that for some chat plugins), like e.g. [as there is no player.getGroup() or something]
groups: admin: permissions: simplespawn.group.admin builder: permissions: simplespawn.group.builder
Possible commands for setting and using group spawns could be the asterix at the beginning:
/setspawn *builder /spawn *builder
/setspawn *admin /spawn *admin
Additional permission would be (defaults to OP)
simplespawn.use.group: true|false simplespawn.set.group: true|false
The *default is then maybe conflicting with the real "default" group... so we should be able to set a "metagroup" (some unused group) for new players in the config.yml.
Something like:
metagroup_for_new_players: noWhere
Which then means you will end up with /setspawn *noWhere for the new users. NOTE: When upgrading you have to set the initial spawn for this new virtual group yourself... BUT I will add a check, and a logoutput if the new user spawn is unset.
Hm, as I wrote this down now, it sounds much simpler then actually thought. So it's feasible, doable... expect a beta (maybe after the upcoming weekend)
What do you think?
Add: It's better to use a "unnamed" group /setspawn * for new players.
I would like this idea.
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