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[ 19 posts ] |
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Deaf_Justice
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Posted: Fri 07 Oct, 2011 - 1:55 am |
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Joined: Thu 08 Sep, 2011 - 11:06 pm Posts: 93
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Perbuild is intented to keep certain ranks out and summon is set to only work within a map. A method of getting around that is to build a portal that connects two maps. Anyone who goes in the portal can get into any map regardless of the perbuild. I don't know if this is considered a bug, command abuse, or is an untouched issue, but it's there to be considered.
Is there a rule against building portals to maps with different perbuilds that I'm missing?
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Belgeran
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Posted: Fri 07 Oct, 2011 - 3:52 am |
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Joined: Thu 17 Feb, 2011 - 1:31 am Posts: 2301 Location: Colorado
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perbuild doesn't change what rank can come to a map that is pervisit, ops have /move, tp works between maps.
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Deaf_Justice
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Posted: Fri 07 Oct, 2011 - 7:40 pm |
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Joined: Thu 08 Sep, 2011 - 11:06 pm Posts: 93
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Belgeran
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Posted: Fri 07 Oct, 2011 - 11:01 pm |
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Joined: Thu 17 Feb, 2011 - 1:31 am Posts: 2301 Location: Colorado
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anyone including guests or just builder+? as guests are only allowed in guest or op maps if set so and builders can go anywhere
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Deaf_Justice
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Posted: Fri 07 Oct, 2011 - 11:22 pm |
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Joined: Thu 08 Sep, 2011 - 11:06 pm Posts: 93
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Anyone at all who is on the server. Including guests.
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Belgeran
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Posted: Fri 07 Oct, 2011 - 11:23 pm |
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Joined: Thu 17 Feb, 2011 - 1:31 am Posts: 2301 Location: Colorado
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hrm so it is guest+ luckily perbuild prevents them from building so as long as that works we are fine but will need to be fixed
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Zion Fox
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Posted: Sat 08 Oct, 2011 - 10:42 am |
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Joined: Wed 15 Dec, 2010 - 9:06 am Posts: 1769 Location: Surrey, England
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I'll add code into the portals to check a users rank against the levels visit permission. I'd consider this untouched since I got the code back in 67.1.2.
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yellowyellow
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Posted: Sun 20 Nov, 2011 - 10:34 am |
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Joined: Mon 13 Jun, 2011 - 5:41 am Posts: 973
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The people making the portals know that they are breaking the rules by allowing guests to go into the world knowingly that they cannot visit. This should be taken seriously.
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Sniper
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Posted: Sun 20 Nov, 2011 - 1:57 pm |
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Joined: Sun 31 Jul, 2011 - 4:48 am Posts: 317
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It's always been a rule for no portals in guest
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yellowyellow
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Posted: Tue 22 Nov, 2011 - 9:11 am |
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Joined: Mon 13 Jun, 2011 - 5:41 am Posts: 973
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Sniper
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Posted: Tue 22 Nov, 2011 - 2:33 pm |
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Joined: Sun 31 Jul, 2011 - 4:48 am Posts: 317
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The only way for a guest to get into another world is through a portal, but I don't know if they'd work in guest or not
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Zion Fox
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Posted: Tue 22 Nov, 2011 - 2:41 pm |
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Joined: Wed 15 Dec, 2010 - 9:06 am Posts: 1769 Location: Surrey, England
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Sniper
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Posted: Tue 22 Nov, 2011 - 8:19 pm |
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Joined: Sun 31 Jul, 2011 - 4:48 am Posts: 317
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Well whoever put portals in guest needs to know not to do that.
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yellowyellow
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Posted: Wed 23 Nov, 2011 - 3:51 am |
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Joined: Mon 13 Jun, 2011 - 5:41 am Posts: 973
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Rog, mcguy and I use to always make portals linking our houses... And I still use them when I make freefalls and skydecks
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Sniper
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Posted: Sat 26 Nov, 2011 - 2:57 am |
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Joined: Sun 31 Jul, 2011 - 4:48 am Posts: 317
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I was just going off of what Ogara said to me
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yellowyellow
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Posted: Sat 26 Nov, 2011 - 3:25 am |
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Joined: Mon 13 Jun, 2011 - 5:41 am Posts: 973
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If it does bother you that much, tell them to go back and if they refuse, kick them
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Zion Fox
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Posted: Sat 26 Nov, 2011 - 9:12 am |
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Joined: Wed 15 Dec, 2010 - 9:06 am Posts: 1769 Location: Surrey, England
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Looking at the code for this, the server specifically sets a variable to ignore the permission check in portals. This has since been disabled, so checks are now in place. I will add a properties button to change how it works in the update after next. ^^
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Setsuna
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Posted: Tue 06 Dec, 2011 - 7:05 am |
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Joined: Thu 12 May, 2011 - 5:54 am Posts: 605 Location: Over the Rainbow
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I can see the problem here, it's pretty annoying when you have your map permission set to op and an architect sneaks up on you. I guess it's my own fault though, the portal was made by me for my time chamber backup. It would be nice if this could be fixed though. edit: i didn't see zions post above mine It's definitely not fixed, as it just happened yesterday and the day before that.
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Zion Fox
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Posted: Tue 06 Dec, 2011 - 8:01 am |
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Joined: Wed 15 Dec, 2010 - 9:06 am Posts: 1769 Location: Surrey, England
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Well, I can tell you that it is 100% fixed, but it's not updated yet.
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