read the op Also, disregard my previous post. It appears to be some other weird problem I'm having. So here is the weird problem I'm having....
This doesn't seem to work. It seems that not all chunks call that event, it appears to only be called when flowers and wheat and the like are...
How do I disable Villagers spawning when the world is generated in Bukkit? I can disable them from having kids in CreatureSpawnEvent, but if I...
I don't see why you wouldn't just do this, it's a pretty standard way to go about doing things.
Make a repeating task that checks all signs on the server every so often and stores them in a hashmap and check to see if there were any changes...
Is there an easy way to change how enchanted strong armor is? Currently I have to go in EntityDamageEvent and reduce the amount of damage based...
You suggested something that was already suggested. makskay: "a burning furnace has its own block ID and as such doesn't require any special code...
change this: else if (plugin.gold.contains(killed.getName())) { goldDeaths ++; } } public void deathCheck(Player player) { to else if...
great, thanks.
That doesn't work. But I found a solution here:...
Once again, the falling damage is not the only reason I need this. I realize there may be hacky workarounds, but first I'd like to try to just...
You don't appear to be calling the deathCheck function anywhere. Put deathCheck() at the bottom of onDeath and you don't need the "Player player".
The exploit is reconnecting to avoid falling damage...
That's half of what I'm going to do. But if they are close to the ground, even if they are going at 10,000 blocks per second it won't damage them...
Reconnecting to avoid falling damage. I know it loses their velocity when they reconnect too, but I can change that. But there's no point if...
Well there's multiple reasons I need it, dude. Including an exploit someone is using on my server, dude.
I just tried it. You still need fuel and it does go off if you try to use it with fuel.
When a player joins the server they are immune to damage for a second or two. Is there any way to disable this?
This was happening for me and is still an open bug related to respawning. Hacky fix for it: in the player respawn event, teleport the player to...
just saw this, thanks :)
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