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Přihlašovací "lobby" na PaperSpigot serveru

Napsal: 06 kvě 2020, 12:07
od Andoz_Cz
IP adresa: 82.208.17.56:27376

Zdravím,
chtěl bych na serveru (který není BungeeCord) udělat místo, kde se hráči jen přihlásí/zaregistrují a poté budou teleportováni na místo, kde skončili, v případě nováčků budou teleportováni na spawn.

Seznam pluginů, které by mohly do řešení zasahovat:
- CMI
- AuthMe
- Skript

Ideálně, kdyby to šlo vyřešit pomocí nějakého skriptu, tak by to bylo super.
Díky moc všem.

Re: Přihlašovací "lobby" na PaperSpigot serveru

Napsal: 06 kvě 2020, 13:22
od pitilon@seznam.cz
pošli authme config, něco takového by měl umět

Re: Přihlašovací "lobby" na PaperSpigot serveru

Napsal: 06 kvě 2020, 13:36
od Andoz_Cz
Spoiler: zobrazit
  1. DataSource:
  2.    # What type of database do you want to use?
  3.     # Valid values: SQLITE, MYSQL, POSTGRESQL
  4.     backend: MYSQL
  5.     # Enable the database caching system, should be disabled on bungeecord environments
  6.     # or when a website integration is being used.
  7.     caching: true
  8.     # Database host address
  9.     mySQLHost: **CENZURA**
  10.     # Database port
  11.     mySQLPort: '3306'
  12.     # Connect to MySQL database over SSL
  13.     mySQLUseSSL: true
  14.     # Verification of server's certificate.
  15.     # We would not recommend to set this option to false.
  16.     # Set this option to false at your own risk if and only if you know what you're doing
  17.     mySQLCheckServerCertificate: true
  18.     # Username to connect to the MySQL database
  19.     mySQLUsername: **CENZURA**
  20.     # Password to connect to the MySQL database
  21.     mySQLPassword: '**CENZURA**'
  22.     # Database Name, use with converters or as SQLITE database name
  23.     mySQLDatabase: **CENZURA**
  24.     # Table of the database
  25.     mySQLTablename: authme
  26.     # Column of IDs to sort data
  27.     mySQLColumnId: id
  28.     # Column for storing or checking players nickname
  29.     mySQLColumnName: username
  30.     # Column for storing or checking players RealName
  31.     mySQLRealName: realname
  32.     # Column for storing players passwords
  33.     mySQLColumnPassword: password
  34.     # Column for storing players passwords salts
  35.     mySQLColumnSalt: ''
  36.     # Column for storing players emails
  37.     mySQLColumnEmail: email
  38.     # Column for storing if a player is logged in or not
  39.     mySQLColumnLogged: isLogged
  40.     # Column for storing if a player has a valid session or not
  41.     mySQLColumnHasSession: hasSession
  42.     # Column for storing a player's TOTP key (for two-factor authentication)
  43.     mySQLtotpKey: totp
  44.     # Column for storing the player's last IP
  45.     mySQLColumnIp: ip
  46.     # Column for storing players lastlogins
  47.     mySQLColumnLastLogin: lastlogin
  48.     # Column storing the registration date
  49.     mySQLColumnRegisterDate: regdate
  50.     # Column for storing the IP address at the time of registration
  51.     mySQLColumnRegisterIp: regip
  52.     # Column for storing player LastLocation - X
  53.     mySQLlastlocX: x
  54.     # Column for storing player LastLocation - Y
  55.     mySQLlastlocY: y
  56.     # Column for storing player LastLocation - Z
  57.     mySQLlastlocZ: z
  58.     # Column for storing player LastLocation - World Name
  59.     mySQLlastlocWorld: world
  60.     # Column for storing player LastLocation - Yaw
  61.     mySQLlastlocYaw: yaw
  62.     # Column for storing player LastLocation - Pitch
  63.     mySQLlastlocPitch: pitch
  64.     # Column for storing players uuids (optional)
  65.     mySQLPlayerUUID: ''
  66.     # Overrides the size of the DB Connection Pool, default = 10
  67.     poolSize: 10
  68.     # The maximum lifetime of a connection in the pool, default = 1800 seconds
  69.     # You should set this at least 30 seconds less than mysql server wait_timeout
  70.     maxLifetime: 1800
  71. ExternalBoardOptions:
  72.    # Column for storing players groups
  73.     mySQLColumnGroup: ''
  74.     # -1 means disabled. If you want that only activated players
  75.     # can log into your server, you can set here the group number
  76.     # of unactivated users, needed for some forum/CMS support
  77.     nonActivedUserGroup: -1
  78.     # Other MySQL columns where we need to put the username (case-sensitive)
  79.     mySQLOtherUsernameColumns: []
  80.     # How much log2 rounds needed in BCrypt (do not change if you do not know what it does)
  81.     bCryptLog2Round: 10
  82.     # phpBB table prefix defined during the phpBB installation process
  83.     phpbbTablePrefix: phpbb_
  84.     # phpBB activated group ID; 2 is the default registered group defined by phpBB
  85.     phpbbActivatedGroupId: 2
  86.     # IP Board table prefix defined during the IP Board installation process
  87.     IPBTablePrefix: ipb_
  88.     # IP Board default group ID; 3 is the default registered group defined by IP Board
  89.     IPBActivatedGroupId: 3
  90.     # Xenforo table prefix defined during the Xenforo installation process
  91.     XFTablePrefix: xf_
  92.     # XenForo default group ID; 2 is the default registered group defined by Xenforo
  93.     XFActivatedGroupId: 2
  94.     # Wordpress prefix defined during WordPress installation
  95.     wordpressTablePrefix: wp_
  96. settings:
  97.     sessions:
  98.        # Do you want to enable the session feature?
  99.         # If enabled, when a player authenticates successfully,
  100.         # his IP and his nickname is saved.
  101.         # The next time the player joins the server, if his IP
  102.         # is the same as last time and the timeout hasn't
  103.         # expired, he will not need to authenticate.
  104.         enabled: true
  105.         # After how many minutes should a session expire?
  106.         # A player's session ends after the timeout or if his IP has changed
  107.         timeout: 30
  108.     # Message language, available languages:
  109.     # https://github.com/AuthMe/AuthMeReloade ... lations.md
  110.     messagesLanguage: en
  111.     # Forces authme to hook into Vault instead of a specific permission handler system.
  112.     forceVaultHook: false
  113.     # Log level: INFO, FINE, DEBUG. Use INFO for general messages,
  114.     # FINE for some additional detailed ones (like password failed),
  115.     # and DEBUG for debugging
  116.     logLevel: FINE
  117.     # By default we schedule async tasks when talking to the database. If you want
  118.     # typical communication with the database to happen synchronously, set this to false
  119.     useAsyncTasks: true
  120.     # The name of the server, used in some placeholders.
  121.     serverName: Your Minecraft Server
  122.     restrictions:
  123.        # Can not authenticated players chat?
  124.         # Keep in mind that this feature also blocks all commands not
  125.         # listed in the list below.
  126.         allowChat: false
  127.         # Hide the chat log from players who are not authenticated?
  128.         hideChat: false
  129.         # Allowed commands for unauthenticated players
  130.         allowCommands:
  131.         - /login
  132.         - /register
  133.         - /l
  134.         - /reg
  135.         - /email
  136.         - /captcha
  137.         - /2fa
  138.         - /totp
  139.         # Max number of allowed registrations per IP
  140.         # The value 0 means an unlimited number of registrations!
  141.         maxRegPerIp: 5
  142.         # Minimum allowed username length
  143.         minNicknameLength: 3
  144.         # Maximum allowed username length
  145.         maxNicknameLength: 16
  146.         # When this setting is enabled, online players can't be kicked out
  147.         # due to "Logged in from another Location"
  148.         # This setting will prevent potential security exploits.
  149.         ForceSingleSession: true
  150.         ForceSpawnLocOnJoin:
  151.            # If enabled, every player that spawn in one of the world listed in
  152.             # "ForceSpawnLocOnJoin.worlds" will be teleported to the spawnpoint after successful
  153.             # authentication. The quit location of the player will be overwritten.
  154.             # This is different from "teleportUnAuthedToSpawn" that teleport player
  155.             # to the spawnpoint on join.
  156.             enabled: false
  157.             # WorldNames where we need to force the spawn location
  158.             # Case-sensitive!
  159.             worlds:
  160.             - world
  161.             - world_nether
  162.             - world_the_end
  163.         # This option will save the quit location of the players.
  164.         SaveQuitLocation: false
  165.         # To activate the restricted user feature you need
  166.         # to enable this option and configure the AllowedRestrictedUser field.
  167.         AllowRestrictedUser: false
  168.         # The restricted user feature will kick players listed below
  169.         # if they don't match the defined IP address. Names are case-insensitive.
  170.         # You can use * as wildcard (127.0.0.*), or regex with a "regex:" prefix regex:127\.0\.0\..*
  171.         # Example:
  172.         #     AllowedRestrictedUser:
  173.         #     - playername;127.0.0.1
  174.         #     - playername;regex:127\.0\.0\..*
  175.         AllowedRestrictedUser: []
  176.         # Ban unknown IPs trying to log in with a restricted username?
  177.         banUnsafedIP: false
  178.         # Should unregistered players be kicked immediately?
  179.         kickNonRegistered: false
  180.         # Should players be kicked on wrong password?
  181.         kickOnWrongPassword: false
  182.         # Should not logged in players be teleported to the spawn?
  183.         # After the authentication they will be teleported back to
  184.         # their normal position.
  185.         teleportUnAuthedToSpawn: false
  186.         # Can unregistered players walk around?
  187.         allowMovement: false
  188.         # After how many seconds should players who fail to login or register
  189.         # be kicked? Set to 0 to disable.
  190.         timeout: 30
  191.         # Regex pattern of allowed characters in the player name.
  192.         allowedNicknameCharacters: '[a-zA-Z0-9_]*'
  193.         # How far can unregistered players walk?
  194.         # Set to 0 for unlimited radius
  195.         allowedMovementRadius: 100
  196.         # Should we protect the player inventory before logging in? Requires ProtocolLib.
  197.         ProtectInventoryBeforeLogIn: true
  198.         # Should we deny the tabcomplete feature before logging in? Requires ProtocolLib.
  199.         DenyTabCompleteBeforeLogin: false
  200.         # Should we display all other accounts from a player when he joins?
  201.         # permission: /authme.admin.accounts
  202.         displayOtherAccounts: true
  203.         # Spawn priority; values: authme, essentials, cmi, multiverse, default
  204.         spawnPriority: authme,essentials,cmi,multiverse,default
  205.         # Maximum Login authorized by IP
  206.         maxLoginPerIp: 0
  207.         # Maximum Join authorized by IP
  208.         maxJoinPerIp: 0
  209.         # AuthMe will NEVER teleport players if set to true!
  210.         noTeleport: false
  211.         # Regex syntax for allowed chars in passwords. The default [!-~] allows all visible ASCII
  212.         # characters, which is what we recommend. See also http://asciitable.com
  213.         # You can test your regex with https://regex101.com
  214.         allowedPasswordCharacters: '[!-~]*'
  215.     GameMode:
  216.        # Force survival gamemode when player joins?
  217.         ForceSurvivalMode: false
  218.     unrestrictions:
  219.        # Below you can list all account names that AuthMe will ignore
  220.         # for registration or login. Configure it at your own risk!!
  221.         # This option adds compatibility with BuildCraft and some other mods.
  222.         # It is case-insensitive! Example:
  223.         # UnrestrictedName:
  224.         # - 'npcPlayer'
  225.         # - 'npcPlayer2'
  226.         UnrestrictedName: []
  227.         # Below you can list all inventories names that AuthMe will ignore
  228.         # for registration or login. Configure it at your own risk!!
  229.         # This option adds compatibility with some mods.
  230.         # It is case-insensitive! Example:
  231.         # UnrestrictedInventories:
  232.         # - 'myCustomInventory1'
  233.         # - 'myCustomInventory2'
  234.         UnrestrictedInventories: []
  235.     security:
  236.        # Minimum length of password
  237.         minPasswordLength: 5
  238.         # Maximum length of password
  239.         passwordMaxLength: 30
  240.         # Possible values: SHA256, BCRYPT, BCRYPT2Y, PBKDF2, SALTEDSHA512,
  241.         # MYBB, IPB3, PHPBB, PHPFUSION, SMF, XENFORO, XAUTH, JOOMLA, WBB3, WBB4, MD5VB,
  242.         # PBKDF2DJANGO, WORDPRESS, ROYALAUTH, ARGON2, CUSTOM (for developers only). See full list at
  243.         # https://github.com/AuthMe/AuthMeReloade ... orithms.md
  244.         # If you use ARGON2, check that you have the argon2 c library on your system
  245.         passwordHash: SHA256
  246.         # If a password check fails, AuthMe will also try to check with the following hash methods.
  247.         # Use this setting when you change from one hash method to another.
  248.         # AuthMe will update the password to the new hash. Example:
  249.         # legacyHashes:
  250.         # - 'SHA1'
  251.         legacyHashes: []
  252.         # Salt length for the SALTED2MD5 MD5(MD5(password)+salt)
  253.         doubleMD5SaltLength: 8
  254.         # Number of rounds to use if passwordHash is set to PBKDF2. Default is 10000
  255.         pbkdf2Rounds: 10000
  256.         # Prevent unsafe passwords from being used; put them in lowercase!
  257.         # You should always set 'help' as unsafePassword due to possible conflicts.
  258.         # unsafePasswords:
  259.         # - '123456'
  260.         # - 'password'
  261.         # - 'help'
  262.         unsafePasswords:
  263.         - '123456'
  264.         - password
  265.         - qwerty
  266.         - '12345'
  267.         - '54321'
  268.         - '123456789'
  269.         - help
  270.     registration:
  271.        # Enable registration on the server?
  272.         enabled: true
  273.         # Send every X seconds a message to a player to
  274.         # remind him that he has to login/register
  275.         messageInterval: 5
  276.         # Only registered and logged in players can play.
  277.         # See restrictions for exceptions
  278.         force: true
  279.         # Type of registration: PASSWORD or EMAIL
  280.         # PASSWORD = account is registered with a password supplied by the user;
  281.         # EMAIL = password is generated and sent to the email provided by the user.
  282.         # More info at https://github.com/AuthMe/AuthMeReloade ... gistration
  283.         type: PASSWORD
  284.         # Second argument the /register command should take: NONE = no 2nd argument
  285.         # CONFIRMATION = must repeat first argument (pass or email)
  286.         # EMAIL_OPTIONAL = for password register: 2nd argument can be empty or have email address
  287.         # EMAIL_MANDATORY = for password register: 2nd argument MUST be an email address
  288.         secondArg: CONFIRMATION
  289.         # Do we force kick a player after a successful registration?
  290.         # Do not use with login feature below
  291.         forceKickAfterRegister: false
  292.         # Does AuthMe need to enforce a /login after a successful registration?
  293.         forceLoginAfterRegister: false
  294.     # Enable to display the welcome message (welcome.txt) after a login
  295.     # You can use colors in this welcome.txt + some replaced strings:
  296.     # {PLAYER}: player name, {ONLINE}: display number of online players,
  297.     # {MAXPLAYERS}: display server slots, {IP}: player ip, {LOGINS}: number of players logged,
  298.     # {WORLD}: player current world, {SERVER}: server name
  299.     # {VERSION}: get current bukkit version, {COUNTRY}: player country
  300.     useWelcomeMessage: true
  301.     # Broadcast the welcome message to the server or only to the player?
  302.     # set true for server or false for player
  303.     broadcastWelcomeMessage: false
  304.     # Should we delay the join message and display it once the player has logged in?
  305.     delayJoinMessage: false
  306.     # The custom join message that will be sent after a successful login,
  307.     # keep empty to use the original one.
  308.     # Available variables:
  309.     # {PLAYERNAME}: the player name (no colors)
  310.     # {DISPLAYNAME}: the player display name (with colors)
  311.     # {DISPLAYNAMENOCOLOR}: the player display name (without colors)
  312.     customJoinMessage: ''
  313.     # Should we remove the leave messages of unlogged users?
  314.     removeUnloggedLeaveMessage: false
  315.     # Should we remove join messages altogether?
  316.     removeJoinMessage: false
  317.     # Should we remove leave messages altogether?
  318.     removeLeaveMessage: false
  319.     # Do we need to add potion effect Blinding before login/reigster?
  320.     applyBlindEffect: false
  321.     # Do we need to prevent people to login with another case?
  322.     # If Xephi is registered, then Xephi can login, but not XEPHI/xephi/XePhI
  323.     preventOtherCase: true
  324. GroupOptions:
  325.    # Enables switching a player to defined permission groups before they log in.
  326.     # See below for a detailed explanation.
  327.     enablePermissionCheck: false
  328.     # This is a very important option: if a registered player joins the server
  329.     # AuthMe will switch him to unLoggedInGroup. This should prevent all major exploits.
  330.     # You can set up your permission plugin with this special group to have no permissions,
  331.     # or only permission to chat (or permission to send private messages etc.).
  332.     # The better way is to set up this group with few permissions, so if a player
  333.     # tries to exploit an account they can do only what you've defined for the group.
  334.     # After login, the player will be moved to his correct permissions group!
  335.     # Please note that the group name is case-sensitive, so 'admin' is different from 'Admin'
  336.     # Otherwise your group will be wiped and the player will join in the default group []!
  337.     # Example: registeredPlayerGroup: 'NotLogged'
  338.     registeredPlayerGroup: ''
  339.     # Similar to above, unregistered players can be set to the following
  340.     # permissions group
  341.     unregisteredPlayerGroup: ''
  342. Email:
  343.    # Email SMTP server host
  344.     mailSMTP: smtp.gmail.com
  345.     # Email SMTP server port
  346.     mailPort: 465
  347.     # Only affects port 25: enable TLS/STARTTLS?
  348.     useTls: true
  349.     # Email account which sends the mails
  350.     mailAccount: ''
  351.     # Email account password
  352.     mailPassword: ''
  353.     # Email address, fill when mailAccount is not the email address of the account
  354.     mailAddress: ''
  355.     # Custom sender name, replacing the mailAccount name in the email
  356.     mailSenderName: ''
  357.     # Recovery password length
  358.     RecoveryPasswordLength: 8
  359.     # Mail Subject
  360.     mailSubject: Your new AuthMe password
  361.     # Like maxRegPerIP but with email
  362.     maxRegPerEmail: 1
  363.     # Recall players to add an email?
  364.     recallPlayers: false
  365.     # Delay in minute for the recall scheduler
  366.     delayRecall: 5
  367.     # Blacklist these domains for emails
  368.     emailBlacklisted:
  369.     - 10minutemail.com
  370.     # Whitelist ONLY these domains for emails
  371.     emailWhitelisted: []
  372.     # Send the new password drawn in an image?
  373.     generateImage: false
  374.     # The OAuth2 token
  375.     emailOauth2Token: ''
  376. Hooks:
  377.    # Do we need to hook with multiverse for spawn checking?
  378.     multiverse: true
  379.     # Do we need to hook with BungeeCord?
  380.     bungeecord: true
  381.     # Send player to this BungeeCord server after register/login
  382.     sendPlayerTo: ''
  383.     # Do we need to disable Essentials SocialSpy on join?
  384.     disableSocialSpy: false
  385.     # Do we need to force /motd Essentials command on join?
  386.     useEssentialsMotd: false
  387. Protection:
  388.    # Enable some servers protection (country based login, antibot)
  389.     enableProtection: false
  390.     # Apply the protection also to registered usernames
  391.     enableProtectionRegistered: false
  392.     # Countries allowed to join the server and register. For country codes, see
  393.     # https://dev.maxmind.com/geoip/legacy/codes/iso3166/
  394.     # Use "LOCALHOST" for local addresses.
  395.     # PLEASE USE QUOTES!
  396.     countries:
  397.     - US
  398.     - GB
  399.     - LOCALHOST
  400.     - CZ
  401.     - SK
  402.     # Countries not allowed to join the server and register
  403.     # PLEASE USE QUOTES!
  404.     countriesBlacklist:
  405.     - WF
  406.     # Do we need to enable automatic antibot system?
  407.     enableAntiBot: true
  408.     # The interval in seconds
  409.     antiBotInterval: 5
  410.     # Max number of players allowed to login in the interval
  411.     # before the AntiBot system is enabled automatically
  412.     antiBotSensibility: 10
  413.     # Duration in minutes of the antibot automatic system
  414.     antiBotDuration: 10
  415.     # Delay in seconds before the antibot activation
  416.     antiBotDelay: 60
  417.     quickCommands:
  418.        # Kicks the player that issued a command before the defined time after the join process
  419.         denyCommandsBeforeMilliseconds: 1000
  420. Purge:
  421.    # If enabled, AuthMe automatically purges old, unused accounts
  422.     useAutoPurge: false
  423.     # Number of days after which an account should be purged
  424.     daysBeforeRemovePlayer: 60
  425.     # Do we need to remove the player.dat file during purge process?
  426.     removePlayerDat: false
  427.     # Do we need to remove the Essentials/userdata/player.yml file during purge process?
  428.     removeEssentialsFile: false
  429.     # World in which the players.dat are stored
  430.     defaultWorld: world
  431.     # Remove LimitedCreative/inventories/player.yml, player_creative.yml files during purge?
  432.     removeLimitedCreativesInventories: false
  433.     # Do we need to remove the AntiXRayData/PlayerData/player file during purge process?
  434.     removeAntiXRayFile: false
  435.     # Do we need to remove permissions?
  436.     removePermissions: false
  437. Security:
  438.     SQLProblem:
  439.        # Stop the server if we can't contact the sql database
  440.         # Take care with this, if you set this to false,
  441.         # AuthMe will automatically disable and the server won't be protected!
  442.         stopServer: true
  443.     console:
  444.        # Copy AuthMe log output in a separate file as well?
  445.         logConsole: true
  446.     captcha:
  447.        # Enable captcha when a player uses wrong password too many times
  448.         useCaptcha: false
  449.         # Max allowed tries before a captcha is required
  450.         maxLoginTry: 5
  451.         # Captcha length
  452.         captchaLength: 5
  453.         # Minutes after which login attempts count is reset for a player
  454.         captchaCountReset: 60
  455.         # Require captcha before a player may register?
  456.         requireForRegistration: false
  457.     tempban:
  458.        # Tempban a user's IP address if they enter the wrong password too many times
  459.         enableTempban: false
  460.         # How many times a user can attempt to login before their IP being tempbanned
  461.         maxLoginTries: 10
  462.         # The length of time a IP address will be tempbanned in minutes
  463.         # Default: 480 minutes, or 8 hours
  464.         tempbanLength: 480
  465.         # How many minutes before resetting the count for failed logins by IP and username
  466.         # Default: 480 minutes (8 hours)
  467.         minutesBeforeCounterReset: 480
  468.         # The command to execute instead of using the internal ban system, empty if disabled.
  469.         # Available placeholders: %player%, %ip%
  470.         customCommand: ''
  471.     recoveryCode:
  472.        # Number of characters a recovery code should have (0 to disable)
  473.         length: 8
  474.         # How many hours is a recovery code valid for?
  475.         validForHours: 4
  476.         # Max number of tries to enter recovery code
  477.         maxTries: 3
  478.         # How long a player has after password recovery to change their password
  479.         # without logging in. This is in minutes.
  480.         # Default: 2 minutes
  481.         passwordChangeTimeout: 2
  482.     emailRecovery:
  483.        # Seconds a user has to wait for before a password recovery mail may be sent again
  484.         # This prevents an attacker from abusing AuthMe's email feature.
  485.         cooldown: 60
  486.     privacy:
  487.        # The mail shown using /email show will be partially hidden
  488.         # E.g. (if enabled)
  489.         #  original email: my.email@example.com
  490.         #  hidden email: my.***@***mple.com
  491.         enableEmailMasking: false
  492.         # Minutes after which a verification code will expire
  493.         verificationCodeExpiration: 10
  494. # Before a user logs in, various properties are temporarily removed from the player,
  495. # such as OP status, ability to fly, and walk/fly speed.
  496. # Once the user is logged in, we add back the properties we previously saved.
  497. # In this section, you may define how these properties should be handled.
  498. # Read more at https://github.com/AuthMe/AuthMeReloade ... bo-players
  499. limbo:
  500.     persistence:
  501.        # Besides storing the data in memory, you can define if/how the data should be persisted
  502.         # on disk. This is useful in case of a server crash, so next time the server starts we can
  503.         # properly restore things like OP status, ability to fly, and walk/fly speed.
  504.         # DISABLED: no disk storage,
  505.         # INDIVIDUAL_FILES: each player data in its own file,
  506.         # DISTRIBUTED_FILES: distributes players into different files based on their UUID, see below
  507.         type: INDIVIDUAL_FILES
  508.         # This setting only affects DISTRIBUTED_FILES persistence. The distributed file
  509.         # persistence attempts to reduce the number of files by distributing players into various
  510.         # buckets based on their UUID. This setting defines into how many files the players should
  511.         # be distributed. Possible values: ONE, FOUR, EIGHT, SIXTEEN, THIRTY_TWO, SIXTY_FOUR,
  512.         # ONE_TWENTY for 128, TWO_FIFTY for 256.
  513.         # For example, if you expect 100 non-logged in players, setting to SIXTEEN will average
  514.         # 6.25 players per file (100 / 16).
  515.         # Note: if you change this setting all data will be migrated. If you have a lot of data,
  516.         # change this setting only on server restart, not with /authme reload.
  517.         distributionSize: SIXTEEN
  518.     # Whether the player is allowed to fly: RESTORE, ENABLE, DISABLE, NOTHING.
  519.     # RESTORE sets back the old property from the player. NOTHING will prevent AuthMe
  520.     # from modifying the 'allow flight' property on the player.
  521.     restoreAllowFlight: RESTORE
  522.     # Restore fly speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  523.     # RESTORE: restore the speed the player had;
  524.     # DEFAULT: always set to default speed;
  525.     # MAX_RESTORE: take the maximum of the player's current speed and the previous one
  526.     # RESTORE_NO_ZERO: Like 'restore' but sets speed to default if the player's speed was 0
  527.     restoreFlySpeed: RESTORE_NO_ZERO
  528.     # Restore walk speed: RESTORE, DEFAULT, MAX_RESTORE, RESTORE_NO_ZERO.
  529.     # See above for a description of the values.
  530.     restoreWalkSpeed: RESTORE_NO_ZERO
  531. BackupSystem:
  532.    # General configuration for backups: if false, no backups are possible
  533.     ActivateBackup: false
  534.     # Create backup at every start of server
  535.     OnServerStart: false
  536.     # Create backup at every stop of server
  537.     OnServerStop: true
  538.     # Windows only: MySQL installation path
  539.     MysqlWindowsPath: C:\Program Files\MySQL\MySQL Server 5.1\
  540. # Converter settings: see https://github.com/AuthMe/AuthMeReloade ... Converters
  541. Converter:
  542.     Rakamak:
  543.        # Rakamak file name
  544.         fileName: users.rak
  545.         # Rakamak use IP?
  546.         useIP: false
  547.         # Rakamak IP file name
  548.         ipFileName: UsersIp.rak
  549.     CrazyLogin:
  550.        # CrazyLogin database file name
  551.         fileName: accounts.db
  552.     loginSecurity:
  553.        # LoginSecurity: convert from SQLite; if false we use MySQL
  554.         useSqlite: true
  555.         mySql:
  556.            # LoginSecurity MySQL: database host
  557.             host: ''
  558.             # LoginSecurity MySQL: database name
  559.             database: ''
  560.             # LoginSecurity MySQL: database user
  561.             user: ''
  562.             # LoginSecurity MySQL: password for database user
  563.             password: ''

Re: Přihlašovací "lobby" na PaperSpigot serveru

Napsal: 06 kvě 2020, 15:30
od nejento
Mělo by stačit nastavit SaveQuitLocation na true

Re: Přihlašovací "lobby" na PaperSpigot serveru

Napsal: 11 kvě 2020, 21:21
od Andoz_Cz
Zdravím,
v configu mám
Spoiler: zobrazit
# This option will save the quit location of the players.
SaveQuitLocation: true



což je, tak jak jste mi poradil a do commands.yml jsem si vložil příkaz, aby se tak jak jsem chtěl spawnovali před loginem na určeném místě, avšak po loginu zůsávají tam, kde se přihlásí a neportuje to na poslední pozici, mám tedy něco připsat do commands?
Spoiler: zobrazit
onJoin:
welcome1:
command: 'spawn %p'
executor: CONSOLE