Minecraft: Session Expiry System
This minecraft video will explain a concept for solving a login/logout issue usually resolved by bukkit plugins. Minecraft: Vanilla Flying Machine http://www…
Tags: craft, expiry, hermitcraft, mine, minecraft, rabenschild, session, system, tutorial, xisuma, xisumavoid
Filed under xisumavoid :
Comments (20) :
Apr 29th, 2013
20 Responses to “Minecraft: Session Expiry System”
Leave a Reply
You must be logged in to post a comment.
April 29th, 2013 at 12:34 PM
What happen if the game is a long one and a player logout for just enough time before the game shift to game 2? wouldnt that player somehow get advantage? is there an instant way of detecting player that logout and login at any time
April 29th, 2013 at 12:38 PM
Instead of using a button couldn’t you use a testfor to start the clock?
April 29th, 2013 at 12:42 PM
So I may just not have understood it but what if someone from game one logs out but when logs back in during game one is recycled again
Hope I made seance :P
April 29th, 2013 at 12:46 PM
if the server owner restarts the server after game 1-X, he can simply delete the map/player profiles, and when people rejoin everyone, even offline players have been reset
April 29th, 2013 at 12:49 PM
Awesome work Xisuma!
April 29th, 2013 at 12:57 PM
It’s tilable.
April 29th, 2013 at 1:00 PM
what does [m=2] stand for? in the command
April 29th, 2013 at 1:03 PM
m=mode=gamemode. gamemode 2 is adventure mode
April 29th, 2013 at 1:04 PM
Only issue I see with this, is if someone from Game1 logs out, then waits for Game2,3,4 etc, it will loop back to Game1 and they could log back in without being teleported.
Maybe using some sort of 1a, 1b tags? So have two layers of command blocks, and it cycles from Game1GameA, Game1GameB…Game4GameD etc. That way there are 16 different game tags, could also randomise the letter being used and the number being used to make it almost impossible to cheat.
Hope I’m explaining this right :L
April 29th, 2013 at 1:06 PM
500th like c;
April 29th, 2013 at 1:15 PM
The system doesnt loop back on itself. U add more sections for the amount of games you want your map to accommodate.
April 29th, 2013 at 1:16 PM
the spawn chunks are only a certain size. You can’t tile infinite times
The solution is you simply need to recreate the map after x amount of games – clearing all session/login data of other players (so that they don’t attempt to break the system – make everyone who logs in actually being their “first” login to the server map, so to speak)
April 29th, 2013 at 1:17 PM
Xisuma,
why don’t you use teams?
Would this not work?
setup:
“/scoreboard teams add InGame”
game start:
“/scoreboard teams empty InGame”
“/scoreboard teams join InGame @p”
clock:
“/tp @a[team=!InGame] -4.5 64 23.5″
April 29th, 2013 at 1:19 PM
Hey guys, im a small channel … Right now i probably sound like a fucking dickhead but, i would love it if you guys took a second to check out my channel
April 29th, 2013 at 1:20 PM
Yes, but I mean what if it cycles back again, so say you have 10 “Game IDs”, another 10 games pass and it’s on Game 3 again. But you weren’t a part of that game, you just waited a certain amount of time.
April 29th, 2013 at 1:22 PM
Ftb???????
April 29th, 2013 at 1:24 PM
Then don’t add this into your map.
April 29th, 2013 at 1:27 PM
I honestly didn’t find this challanging when I needed to make it. Just hooking up a clock (which is only activated if thr game is not active) to find every player wich is not on the lobby and tp them to the lobby is quite easy, the way my map is built doesn’t even requires specific cords, since everyone in the lobby is immidately changed to team ‘pregame’ so all you have to do is just teleport them to the lobby.
April 29th, 2013 at 1:31 PM
What do you mean ‘after a year’?
April 29th, 2013 at 1:32 PM
Only problem what if we want infinite games?