#TPA Request Invulnerability.
1 messages · Page 1 of 1 (latest)
this is a feature already
yup! check the config
It applies to every teleport doesn't it? Then it will be used to abuse.
I mentioned just between teleport sender and target.
If you want a video about how to reproduce it, let me know.
thankfully there's a feature that solves this already?
...not accepting the teleport request? :P
like I sort of see what you're saying, but we provide two safety features for this
Then I just type /warp pvp, for example and get invulnerability
It just bugged the game 🤣
Now the players logged out before the invulnerability time
and still invulnerable
Vanilla Minecraft has invulnerability when logging in
So logging out/in will always be invulnerable
If you’re truly concerned about people taking advantage of teleport invulnerability, then just set it to 0 seconds.
He was already logged
Not sure what u mean
Ok, then I will setup a test server and record
Wow.
The amazing solution 🤣
If you think that it is caused by another plugin
If you would like to check my config:
How can you say that it is efficient? I just want it to make the target invulnerable to the sender for x seconds, preventing kill.
Not to make the player invincible for an indefinite period.
Now, my players are invulnerable forever because it's saved in the playerdata. @median sun 🤣
even if I restart the server they still invulnerable.
Not sure why ur speaking like this was intentional. It’s clearly a bug.
Are you able make an issue on the GitHub? Be sure to give your plugin version, as well has the server jar type and build number
If you remove ViaVersion can you still replicate it?
What version is the server? What version is the client?
Yeah
1.21
1.20.6 client
I can show you
where is the bug
Can you try doing the same thing but with a 1.21 client, on the 1.21 server
if player is offline
it won't set false
Yeah
Just a sec
looking just at this isnt accurate enough, would also need to check on the on login/logout to see if its being handled there.
However, its not. So this is clearly a bug. We appreciate you bringing this to light, I'll see what I can do bout getthing this addressed/fixed as soon as possible
Is it accurate enough? setInvulnerable method is only called there.
yes, if u continued to read my message i told u this.
Yes. I believe you that its an issue with Huskhomes. as I told in my message
My suggestion is to create a manager inside HuskHomes then you can use EntityDamageEvent and cancel the event.
We're already working on it internally
Currently it is using LivingEntity's setInvulnerable method, then player needs to be online to work
we know
we know what the issue is
appreciate your help
if you want a temporary solution until we ship out an official update, I made a simple plugin that will fix all the players you currently have with the bug
Oh, thank you
Yeah, it will save me
it would be better if you negate the permission check
its a temp solution
Thank you
and it wouldnt be better or worse, its no different
https://github.com/WiIIiam278/HuskHomes/pull/671
you can track the fix here