Inactive [GEN] SpawnControl v0.8.3 - Per-Player/Group Spawns (Now on DevBukkit) [1060]

Discussion in 'Inactive/Unsupported Plugins' started by Timberjaw, Jan 21, 2011.

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    SpawnControl v0.8.3

    SpawnControl is being superseded by HomeSpawnPlus, a more advanced plugin that supports all of SC's features, and many more. Your homes and spawns can be imported directly from SpawnControl into HomeSpawnPlus.
    Feel free to contact me with questions/concerns/complaints.

    Tested with CraftBukkit 1060.

    DevBukkit Page: SpawnControl
    Bug Reports: SpawnControl Issue Tracker

    • Per-player /home and /sethome
    • Per-group /groupspawn
    • Precise /spawn and /setspawn override
    • Per-world global, group, and player spawns
    • [NEW] Cooldowns for /home, /sethome, /groupspawn, and /spawn
    • Optional respawn on death
    • Optional respawn on join
    • Toggles for home, groupspawn, and globalspawn features
    • Imports player homes from
    • Imports group spawns from

    This is a more full-featured release by far. Group spawns and global spawn are now supported. I'm detecting 'new' players (for global spawn) by checking their group (new players will be in Default) and looking for an existing home entry. If no home entry is found, the player will be teleported to the global spawn and their home will be set to the global spawn location. If someone has a better method for detecting this, I'd love to hear it.

    The following permissions are available:
    • SpawnControl.sethome.basic
    • SpawnControl.sethome.proxy
    • SpawnControl.home.basic
    • SpawnControl.spawn.use
    • SpawnControl.spawn.set
    • SpawnControl.groupspawn.use
    • SpawnControl.groupspawn.set
    • SpawnControl.CooldownExempt.* (Sub-nodes: *, home, sethome, groupspawn, spawn)
    • SpawnControl.config (for /sc_config [setting] [value])
    • SpawnControl.import (for /scimportconfig and /scimportgroupconfig)
    1. Download SpawnControl.jar and place it in your bukkit plugins folder
    Optional Installation Steps (for Permissions support):
    1. Download the Permissions plugin and install it
    2. Add SpawnControl entries to your Permissions config as desired
    • /spawn - go to global spawn
    • /setspawn - set the global spawn to your current location
    • /home - go home
    • /sethome - set your home to your current location
    • /groupspawn - go to your group spawn
    • /setgroupspawn [group] - set the group spawn for the specified group to your current location
    • /sc_config [setting] [value] - alter a configuration setting
    • enable_home - Enables or disables /home and /sethome (0 = disabled; 1 = enabled) [Default: 1]
    • enable_groupspawn - Enables or disables /setgroupspawn and /groupspawn (0 = disabled; 1= enabled) [Default: 1]
    • enable_globalspawn - Enables or disables /setspawn, /spawn, and /globalspawn (0 = disabled; 1 = enabled) [Default: 1]
    • behavior_death - Specifies the behavior when a player dies (0 = disabled - user returns to vanilla spawn; 1 = home; 2 = group spawn; 3 = global spawn) [Default: 3]
    • behavior_join - Specifies the behavior when a player joins the server (0 = disabled - user spawns at last position; 1 = home; 2 = group spawn; 3 = global spawn) [Default: 0]
    • behavior_spawn - Specifies the behavior of the /spawn command (0 = global spawn; 1 = group spawn; 2 = home)
    • behavior_globalspawn - EXPERIMENTAL - Specifies the behavior when setting spawn (0 = does not override map spawn, 1 = overrides map spawn)
    • cooldown_home [seconds] - Sets a cooldown in seconds for the /home command
    • cooldown_sethome [seconds] - Sets a cooldown in seconds for the /sethome command
    • cooldown_groupspawn [seconds] - Sets a cooldown in seconds for the /groupspawn command
    • cooldown_spawn [seconds] - Sets a cooldown in seconds for the /spawn and /globalspawn commands

    Known Issues:

    • None?

    • 0.1 - First Bukkit release. Basic /home and /sethome support
    • 0.2 - Group and global spawns, Permissions integration
    • 0.3 - Working respawn on death; respawn on join (optional); configuration options
    • 0.4 - Updated to use new OnCommand system
    • 0.5 - Now uses PLAYER_RESPAWN; added basic multiworld support; added experimental (optional) globalspawn behavior; added missing /globalspawn command
    • 0.6 - Proper multi-world support with per-world spawns
    • 0.7 - Added command cooldowns; Permissions is now optional
    • 0.8 - Fixed multiworld spawns; recompiled against CB #617; removed deprecated method calls
    • 0.8.1 - Updated deprecated world loading method; tweaked spawn log message
    • 0.8.2 - Switched cooldown time handling from server time to system time
    • 0.8.3 - Added Hidendra's pull to support Bukkit's native permissions
    • Full changelog
    Michonne, Huddl, BadgerLove and 5 others like this.
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    My server lags when someone dies and respawn on the Global spawn. Why please help me.
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    My Group Spawns are causing players to fall through the world and die over and over again.
    cb 617
    Spawn control .8
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    I've seen this today with one player and the global spawn. Not sure if it's an SC or Bukkit issue yet.
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    I have the same issue. But i made a sign on my server "If you see a BIG HOLE infront of you relog..." ;D
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    Relogging doesnt work for me. We are still infinitely falling to our dooms over and over. Its horrible since we use Factions and every death loses power for your faction.
    any fix soon? This is severely disrupting my server... would a 670 update fix this ?
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    I don't have the holes anymore. i reinstalled the plugin and deleted like 4 plugins that i didn't use and that fixed my lag and hole. I don't know if this works for you. But i hope so.
  8. fail post fails hard


    btw can we have the source for crafty? or can you update it to CB670

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 6, 2016
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    #1 request: Easier configuring. Either a file or console with some good help documentation.

    Its working real well otherwise. Looking forward to .9 and multi-world death fix
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    Got a problem here.
    I want my spawn inside of a cave, so I installed this mod to make this possible. Problem is, the first time a player joins the server, they still spawn on ground level. Behavior_join 3 fixes this, but I don't want my players to respawn every time they reconnect either. Tried setting the spawn point with behavior_globalspawn set to 1 but that doesn't work.
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    I love your addon it has been MANDATORY for my server, cant wait for the update


    2011-04-12 19:04:23 [SEVERE] Nag author: 'Timberjaw' of 'SpawnControl' about the following: onWorldLoad has been replaced with a new signature, (WorldLoadEvent)
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    Updated! v0.8.1 is a very minor update. It fixes the onWorldLoad nag and slightly modifies a spawn log message to be more informative.

    I have not seen the weird death issue (infinite fall) since updating to 674. If you're still seeing it, let me know (and let me know what your spawn configuration is like... group spawns, death setting, etc).
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    You may want to update your title. ;)
  14. @Timberjaw Ok wait, so I want players to spawn at an exact place the FIRST time they ever join. Using behavior_globalspawn makes that happen right? Also, when I do /spawn , I just fall down a hole into the void. Is that fixed in the update? I haven't checked yet. :)
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    Is it possible to "prioritize" spawn points on death? E.g. if the player has a home it spawns there, if not it spawns at group spawn, if no group spawn set, it spawns at global.

    I know it's partially like this already with all spawns falling back to global if a spawn isn't found, but I would prefere if this was configurable or group spawn was checked before falling back to global.
  16. @Timberjaw I want players to spawn at an exact place the FIRST time they ever join. Using behavior_globalspawn makes that happen right?
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    More configurable fallback is planned. No eta yet.

    behavior_globalspawn is unrelated. A newly-joined user should end up at the global spawn. If they don't, that's a bug.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 6, 2016
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    This looks awesome.

    I want to match the following criteria, I am hoping this plugin can do so.

    Player logs in - 1st time, spawns in [beginner isle] they pass through the new player process and move out of [beginner isle] to the game play area at [central cove] (either by teleportal or /spawn command).
    It's a 1 way hidden area on the map (or on 2nd map linked with multi-world). And can not go back the /spawn command takes them elsewhere, as below.

    Player 2 wants to meet some players at "spawn" being, the standard area and types in /spawn, player 1 is there as having just been teleported from the origin spawn at [beginner isle] and they are all now at [central cove].

    Is this possible?
    I don't want the work around as being once they are in a group, all the group spawns go to a central one, as I want group spawns to be outside their guild halls.
    /spawn miners = spawns outside the miners guild

    /spawn - takes them to a central spot - NOT the original drop in location

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    Timberjaw, thanks for the great plugin. This does not work as intended from what you mentioned above. Fresh map on a dev server, as an admin user, I /setspawn, the console says [SpawnControl] Attempting to set global spawn. From my MC window, I get a confirmation, "Global spawn set sucessfully!", join with another account (that has no player file on the server), and it goes to the original spawn. At first I thought this was a conflict with commandbook, since I run that as well, but I unloaded it and having the same issue. Once a player logs in, /spawn moves you to the /setspawn that I specified.

    On RB 684 and spawncontrol 0.8.1, I have numerous other plugins, but nothing that should be affecting this that I can see, I can post the full plugin list if you need it. Any debugs or testing I can do, I'll be happy to.

    Btw, disabled spawncontrol, and enabled commandbook, the setspawn there resolved my issue, but I'm still willing to help test if you need.
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    with b689 its randomly filling my console with errors, and spawning people in a seemingly nonexistant location, which kills them
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    @wokka1 Thanks for the bug report, will get back to you when I've assessed/fixed the problem.

    @Fohdeesha I'll be getting to the 1.5_02 builds today or tomorrow. Keep in mind there's no RB yet, so those builds are kind of 'use at your own risk' at this point; there may be more breakage/weirdness while the Bukkit devs implement the new features and fix incompatibilities.
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    Thanks for the quick response! Glad to know you're still developing
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    Clever Trevor

    I'm running version 1.4 and CB684 and am unable to change a user's /home wait time. I enter '/sc_config cooldown_home 0' and it says 'Saved value for 'cooldown_home'.' However, it the cooldown time is not changed.
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    Aside from pre-existing bugs (bad first-spawn behavior, for example), things seem OK on build 705.

    Haven't seen this one before. How many seconds does it say you have to wait? Check the console to see if any errors are reported.
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    Testing on 709 it doesn't change the spawn when you do /setspawn.It says it was set correctly but doesn't work. No errors

    Edit: nvm it was just my server being stupid
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    in the permissions nodes, whats the difference between
    • SpawnControl.sethome.basic
    • SpawnControl.sethome.proxy
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    basic = setting your own home
    proxy = setting someone else's home ( /sethome PLAYERNAME )
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    Any idea on if/when the bad first-spawn behavior bug will be fixed? is this a bukkit issue, or a spawncontrol issue.... i would really like to force all player's on first join into a 'spawnjail' for security. thanks for a great plugin and all your hard work! keep it up!
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    Hm, is this plugin blocking myhome? I want to use Spawncontrol to define Group Spawns and MyHome as a Home Plugin, but somehow MyHome fails (starts without errors).
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    I'm investigating it right now. So far I haven't been able to reproduce the issue. If I remove myself from SpawnControl's database, on my next join I get taken to the exact spawn.
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    Try deleting (or moving/renaming) your [playername].dat file from [serverdir]/[worldname]/players directory and rejoining.

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