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[Problem]DynMap


Rekomendowane odpowiedzi

Opublikowano

Witam, wgralem plugin DynMap i nie widzę na tych chacie co piszą ludzie, a w configu mam chaft włączony.. Dlaczego tak?

Wyswietla sie tylko jak gracz dolacza do serwa i wychodzi ;]

Opublikowano

A możesz go podać w:

 

config

 

 

# All paths in this configuration file are relative to Dynmap's data-folder: minecraft_server/plugins/dynmap/

 

# All map templates are defined in the templates directory

# To use the HDMap very-low-res (2 ppb) map templates as world defaults, set value to vlowres

# The definitions of these templates are in normal-vlowres.txt, nether-vlowres.txt, and the_end-vlowres.txt

# To use the HDMap low-res (4 ppb) map templates as world defaults, set value to lowres

# The definitions of these templates are in normal-lowres.txt, nether-lowres.txt, and the_end-lowres.txt

# To use the HDMap hi-res (16 ppb) map templates (these can take a VERY long time for initial fullrender), set value to hires

# The definitions of these templates are in normal-hires.txt, nether-hires.txt, and the_end-hires.txt

# To use the HDMap low-res (4 ppb) map templates, with support for boosting resolution selectively to hi-res (16 ppb), set value to low_boost_hi

# The definitions of these templates are in normal-low_boost_hi.txt, nether-low_boost_hi.txt, and the_end-low_boost_hi.txt

# To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to vhi-res (32 ppb), set value to hi_boost_vhi

# The definitions of these templates are in normal-hi_boost_vhi.txt, nether-hi_boost_vhi.txt, and the_end-hi_boost_vhi.txt

# To use the HDMap hi-res (16 ppb) map templates, with support for boosting resolution selectively to xhi-res (64 ppb), set value to hi_boost_xhi

# The definitions of these templates are in normal-hi_boost_xhi.txt, nether-hi_boost_xhi.txt, and the_end-hi_boost_xhi.txt

deftemplatesuffix: vlowres

 

components:

- class: org.dynmap.ClientConfigurationComponent

 

- class: org.dynmap.InternalClientUpdateComponent

sendhealth: true

sendposition: true

allowwebchat: true

webchat-interval: 5

hidewebchatip: false

trustclientname: false

includehiddenplayers: false

# (optional) if true, color codes in player display names are used

use-name-colors: false

# (optional) if true, player login IDs will be used for web chat when their IPs match

use-player-login-ip: true

# (optional) if use-player-login-ip is true, setting this to true will cause chat messages not matching a known player IP to be ignored

require-player-login-ip: false

# (optional) block player login IDs that are banned from chatting

block-banned-player-chat: true

# Require login for web-to-server chat (requires login-enabled: true)

webchat-requires-login: false

# If set to true, users must have dynmap.webchat permission in order to chat

webchat-permissions: false

# Limit length of single chat messages

chatlengthlimit: 256

# # Optional - make players hidden when they are inside/underground/in shadows (#=light level: 0=full shadow,15=sky)

# hideifshadow: 4

# # Optional - make player hidden when they are under cover (#=sky light level,0=underground,15=open to sky)

# hideifundercover: 14

# # (Optional) if true, players that are crouching/sneaking will be hidden

hideifsneaking: false

# If true, player positions/status is protected (login with ID with dynmap.playermarkers.seeall permission required for info other than self)

protected-player-info: false

# If true, hide players with invisibility potion effects active

hide-if-invisiblity-potion: true

# If true, player names are not shown on map, chat, list

hidenames: false

#- class: org.dynmap.JsonFileClientUpdateComponent

# writeinterval: 1

# sendhealth: true

# sendposition: true

# allowwebchat: true

# webchat-interval: 5

# hidewebchatip: false

# includehiddenplayers: false

# use-name-colors: false

# use-player-login-ip: false

# require-player-login-ip: false

# block-banned-player-chat: true

# hideifshadow: 0

# hideifundercover: 0

# hideifsneaking: false

# # Require login for web-to-server chat (requires login-enabled: true)

# webchat-requires-login: false

# # If set to true, users must have dynmap.webchat permission in order to chat

# webchat-permissions: false

# # Limit length of single chat messages

# chatlengthlimit: 256

# hide-if-invisiblity-potion: true

# hidenames: false

 

- class: org.dynmap.SimpleWebChatComponent

allowchat: true

# If true, web UI users can supply name for chat using 'playername' URL parameter. 'trustclientname' must also be set true.

allowurlname: false

 

# Note: this component is needed for the dmarker commands, and for the Marker API to be available to other plugins

- class: org.dynmap.MarkersComponent

type: markers

showlabel: false

enablesigns: false

# (optional) add spawn point markers to standard marker layer

showspawn: true

spawnicon: world

spawnlabel: "Spawn"

# (optional) layer for showing offline player's positions (for 'maxofflinetime' minutes after logoff)

showofflineplayers: false

offlinelabel: "Offline"

offlineicon: offlineuser

offlinehidebydefault: true

offlineminzoom: 0

maxofflinetime: 30

# (optional) layer for showing player's spawn beds

showspawnbeds: false

spawnbedlabel: "Spawn Beds"

spawnbedicon: bed

spawnbedhidebydefault: true

spawnbedminzoom: 0

spawnbedformat: "%name%'s bed"

 

- class: org.dynmap.ClientComponent

type: chat

allowurlname: false

- class: org.dynmap.ClientComponent

type: chatballoon

focuschatballoons: false

- class: org.dynmap.ClientComponent

type: chatbox

showplayerfaces: true

messagettl: 5

# Optional: set number of lines in scrollable message history: if set, messagettl is not used to age out messages

#scrollback: 100

# Optiona; set maximum number of lines visible for chatbox

#visiblelines: 10

# Optional: send push button

sendbutton: false

- class: org.dynmap.ClientComponent

type: playermarkers

showplayerfaces: true

showplayerhealth: true

# If true, show player body too (only valid if showplayerfaces=true

showplayerbody: false

# Option to make player faces small - don't use with showplayerhealth

smallplayerfaces: false

# Optional - make player faces layer hidden by default

hidebydefault: false

# Optional - ordering priority in layer menu (low goes before high - default is 0)

layerprio: 0

# Optional - label for player marker layer (default is 'Players')

label: "Players"

 

#- class: org.dynmap.ClientComponent

# type: digitalclock

- class: org.dynmap.ClientComponent

type: link

 

- class: org.dynmap.ClientComponent

type: timeofdayclock

showdigitalclock: true

showweather: true

# Mouse pointer world coordinate display

- class: org.dynmap.ClientComponent

type: coord

label: "Location"

hidey: false

show-mcr: false

 

# Note: more than one logo component can be defined

#- class: org.dynmap.ClientComponent

# type: logo

# text: "Dynmap"

# #logourl: "images/block_surface.png"

# linkurl: "http://forums.bukkit.org/threads/dynmap.489/"

# # Valid positions: top-left, top-right, bottom-left, bottom-right

# position: bottom-right

 

#- class: org.dynmap.ClientComponent

# type: inactive

# timeout: 1800 # in seconds (1800 seconds = 30 minutes)

# redirecturl: inactive.html

# #showmessage: 'You were inactive for too long.'

 

#- class: org.dynmap.TestComponent

# stuff: "This is some configuration-value"

 

# Treat hiddenplayers.txt as a whitelist for players to be shown on the map? (Default false)

display-whitelist: false

 

# How often a tile gets rendered (in seconds).

renderinterval: 1

 

# How many tiles on update queue before accelerate render interval

renderacceleratethreshold: 60

 

# How often to render tiles when backlog is above renderacceleratethreshold

renderaccelerateinterval: 0.2

 

# How many update tiles to work on at once (if not defined, default is 1/2 the number of cores)

tiles-rendered-at-once: 2

 

# If true, use normal priority threads for rendering (versus low priority) - this can keep rendering

# from starving on busy Windows boxes (Linux JVMs pretty much ignore thread priority), but may result

# in more competition for CPU resources with other processes

usenormalthreadpriority: true

 

# Save and restore pending tile renders - prevents their loss on server shutdown or /reload

saverestorepending: true

 

# Zoom-out tile update period - how often to scan for and process tile updates into zoom-out tiles (in seconds)

zoomoutperiod: 30

 

# Control whether zoom out tiles are validated on startup (can be needed if zoomout processing is interrupted, but can be expensive on large maps)

initial-zoomout-validate: true

 

# Default delay on processing of updated tiles, in seconds. This can reduce potentially expensive re-rendering

# of frequently updated tiles (such as due to machines, pistons, quarries or other automation). Values can

# also be set on individual worlds and individual maps.

tileupdatedelay: 30

 

# Tile hashing is used to minimize tile file updates when no changes have occurred - set to false to disable

enabletilehash: true

 

# Optional - hide ores: render as normal stone (so that they aren't revealed by maps)

#hideores: true

 

# Optional - enabled BetterGrass style rendering of grass and snow block sides

#better-grass: true

 

# Optional - enable smooth lighting by default on all maps supporting it (can be set per map as lighting option)

smooth-lighting: true

 

# Default image format for HDMaps (png, jpg, jpg-q75, jpg-q80, jpg-q85, jpg-q90, jpg-q95, jpg-q100)

# Has no effect on maps with explicit format settings

image-format: png

 

# use-generated-textures: if true, use generated textures (same as client); false is static water/lava textures

# correct-water-lighting: if true, use corrected water lighting (same as client); false is legacy water (darker)

# transparent-leaves: if true, leaves are transparent (lighting-wise): false is needed for some Spout versions that break lighting on leaf blocks

use-generated-textures: true

correct-water-lighting: true

transparent-leaves: true

 

# ctm-support: if true, Connected Texture Mod (CTM) in texture packs is enabled (default)

ctm-support: true

# custom-colors-support: if true, Custom Colors in texture packs is enabled (default)

custom-colors-support: true

 

# Control loading of player faces (if set to false, skins are never fetched)

#fetchskins: false

 

# Control updating of player faces, once loaded (if faces are being managed by other apps or manually)

#refreshskins: false

 

# Customize URL used for fetching player skins (%player% is macro for name)

skin-url: "http://s3.amazonaws.com/MinecraftSkins/%player%.png"

 

# Control behavior for new (1.0+) compass orientation (sunrise moved 90 degrees: east is now what used to be south)

# default is 'newrose' (preserve pre-1.0 maps, rotate rose)

# 'newnorth' is used to rotate maps and rose (requires fullrender of any HDMap map - same as 'newrose' for FlatMap or KzedMap)

compass-mode: newnorth

 

render-triggers:

#- playermove

#- playerjoin

- blockplaced

- blockbreak

- leavesdecay

- blockburn

- chunkgenerated

- blockformed

- blockfaded

- blockspread

- pistonmoved

- explosion

#- blockfromto

#- blockphysics

- structuregrow

- blockgrow

#- blockredstone

 

# Title for the web page - if not specified, defaults to the server's name (unless it is the default of 'Unknown Server')

#webpage-title: "My Awesome Server Map"

 

# The path where the tile-files are placed.

tilespath: web/tiles

 

# The path where the web-files are located.

webpath: web

 

# The network-interface the webserver will bind to (0.0.0.0 for all interfaces, 127.0.0.1 for only local access).

webserver-bindaddress: 46.29.17.206

 

# The TCP-port the webserver will listen on.

webserver-port: 8123

 

# Maximum concurrent session on internal web server - limits resources used in Bukkit server

max-sessions: 30

 

# Disables Webserver portion of Dynmap (Advanced users only)

disable-webserver: false

 

# Enable/disable having the web server allow symbolic links (true=compatible with existing code, false=more secure (default))

allow-symlinks: true

 

# Enable login support

login-enabled: false

# Require login to access website (requires login-enabled: true)

login-required: false

 

# Period between tile renders for fullrender, in seconds (non-zero to pace fullrenders, lessen CPU load)

timesliceinterval: 0.0

 

# Maximum chunk loads per server tick (1/20th of a second) - reducing this below 90 will impact render performance, but also will reduce server thread load

maxchunkspertick: 200

 

# Progress report interval for fullrender/radiusrender, in tiles. Must be 100 or greater

progressloginterval: 100

 

# Parallel fullrender: if defined, number of concurrent threads used for fullrender or radiusrender

# Note: setting this will result in much more intensive CPU use, some additional memory use. Caution should be used when

# setting this to equal or exceed the number of physical cores on the system.

#parallelrendercnt: 4

 

# Interval the browser should poll for updates.

updaterate: 2000

 

# If nonzero, server will pause fullrender/radiusrender processing when 'fullrenderplayerlimit' or more users are logged in

fullrenderplayerlimit: 0

# If nonzero, server will pause update render processing when 'updateplayerlimit' or more users are logged in

updateplayerlimit: 0

# Target limit on server thread use - msec per tick

per-tick-time-limit: 50

# If TPS of server is below this setting, update renders processing is paused

update-min-tps: 18.0

# If TPS of server is below this setting, full/radius renders processing is paused

fullrender-min-tps: 18.0

# If TPS of server is below this setting, zoom out processing is paused

zoomout-min-tps: 18.0

 

showplayerfacesinmenu: true

 

# Control whether players that are hidden or not on current map are grayed out (true=yes)

grayplayerswhenhidden: true

 

# Use player permissions to order player list: first to last, players are ordered by first permission listed that they have

# That is, anyone with first listed permission goes before anyone with second, etc, with users with none of the nodes going last

player-sort-permission-nodes:

- bukkit.command.op

 

# Set sidebaropened: 'true' to pin menu sidebar opened permanently, 'pinned' to default the sidebar to pinned, but allow it to unpin

#sidebaropened: true

 

# Customized HTTP response headers - add 'id: value' pairs to all HTTP response headers (internal web server only)

#http-response-headers:

# Access-Control-Allow-Origin: "my-domain.com"

# X-Custom-Header-Of-Mine: "MyHeaderValue"

 

# Trusted proxies for web server - which proxy addresses are trusted to supply valid X-Forwarded-For fields

trusted-proxies:

- "127.0.0.1"

- "0:0:0:0:0:0:0:1"

 

# Join/quit message format for web chat: set to "" to disable notice on web UI

joinmessage: "%playername% joined"

quitmessage: "%playername% quit"

 

spammessage: "You may only chat once every %interval% seconds."

# format for messages from web: %playername% substitutes sender ID (typically IP), %message% includes text

webmsgformat: "&color;2[WEB] %playername%: &color;f%message%"

 

# Control whether layer control is presented on the UI (default is true)

showlayercontrol: true

 

# Enable checking for banned IPs via banned-ips.txt (internal web server only)

check-banned-ips: true

 

# Default selection when map page is loaded

defaultzoom: 0

defaultworld: world

defaultmap: flat

# (optional) Zoom level and map to switch to when following a player, if possible

#followzoom: 3

#followmap: surface

 

# If true, make persistent record of IP addresses used by player logins, to support web IP to player matching

persist-ids-by-ip: true

 

# If true, map text to cyrillic

cyrillic-support: false

 

# Messages to customize

msg:

maptypes: "Map Types"

players: "Players"

chatrequireslogin: "Chat Requires Login"

chatnotallowed: "You are not permitted to send chat messages"

hiddennamejoin: "Player joined"

hiddennamequit: "Player quit"

 

# URL for client configuration (only need to be tailored for proxies or other non-standard configurations)

url:

# configuration URL

#configuration: "up/configuration"

# update URL

#update: "up/world/{world}/{timestamp}"

# sendmessage URL

#sendmessage: "up/sendmessage"

# login URL

#login: "up/login"

# register URL

#register: "up/register"

# tiles base URL

#tiles: "tiles/"

# markers base URL

#markers: "tiles/"

 

# Spout support controls

spout:

# If false, ignore spout even if detected

enabled: true

# If true, previously loaded textures will be assumed to still be valid (faster startup, but

# can result in stale textures if originals are updated - delete files in texturepacks/standard/spoout

# to clean cached textures and force reload on next startup)

use-existing-textures: true

 

# Customization commands - allows scripts to be run before/after certain events

custom-commands:

image-updates:

# Command run just before any image file is written or updated: run with single parameter with fully qualified file name

preupdatecommand: ""

# Command run just after any image file is written or updated: run with single parameter with fully qualified file name

postupdatecommand: ""

 

# Snapshot cache size, in chunks

snapshotcachesize: 500

# Snapshot cache uses soft references (true), else weak references (false)

soft-ref-cache: true

 

# Set to true to enable verbose startup messages - can help with debugging map configuration problems

# Set to false for a much quieter startup log

verbose: false

 

# Enables debugging.

#debuggers:

# - class: org.dynmap.debug.LogDebugger

 

 

 

 

@EDIT

Zauwazylem, ze po usuniecie Factions, chat dziala.. Ale Factions na serwerze jest potrzebne..

@EDIT

Dobra aktualizacja Factions naprawila chat na DynMap ;)

Do zamknięcia.

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