Can't get it to work for the life of me. I have this in custom_nodes.yml: Code: permissions: emeraldsmc.builder: - commandbook.spawn And this in groups.yml for my world: Code: builder: permissions: - emeraldsmc.builder groups: [] meta: prefix: 'abc' suffix: '&3123' Yet players in the 'builder' group can't use the /spawn command. What gives?
Ignoring the custom_nodes.yml (aka, giving builders the commandbook.spawn node) - does it work? If so, try using the permissions.yml for that very same idea. If that works, you may have a good workaround. Not sure what to say about the custom_nodes.yml, try to jump on IRC and join #banancode.
This never worked for me. I've tried multiple times and in multiple different ways. I created a ticket for it, but it was never answered. :/
I believe the issue here is WEPIF queries the bPermissions API directly (so parent/child trees won't work as expected in some cases). If you (can you do this) set WEPIF to "superperms" mode, it should work, alternative you could just set the permissions manually. There's a bit of an inconsistency in the way plugins query for permissions, and I've not yet found a 100% way to reconcile it. We'll get there.
Alright, good to know. I think people should be aware of this. I ended up spending a few hours trying to figure out if I was doing something wrong, and looking at other configs, and trying out different settings.
Do they have any documentation on it? I'm not sure at all. I just know some folks have done it successfully.
A child node? Superperms has a batshit parent/child system rather than the traditional wildcard noding so it can lead to unexpected behaviour, especially if a plugin queries the bPermissions API rather than the superperms api.
Pretty much no documentation on the wiki. I removed bPermissionsResolver from the enabled list and now /spawn works.. but other permissions do not. At this point I'm thinking of turning to PEX. *shivers*
The reason PEX works is that it overrides the permissions build into bukkit with its own But seriously, if you avoid using custom nodes and instead use groups to do the same thing (you can give people multiple groups!!!) then you can get exactly the same effect
I originally tried using group inheritance, but couldn't get it to work.. when I assigned the commandbook.spawn permission to the default group and made it inherit builders, the builders could use it but the people in the default group couldn't..
I've had some issues with the latest versions, actually, where inheritance was acting funny. It seems also that the latest versions don't just allow OPs to do everything if their group doesn't have the specified permission.
Awesome. Could you explain how priority in terms of having certain permissions work? i.e. Group A: - ^permissionA.node Group B: - permissionA.node groups: - Group A Now say I have PlayerOne. PlayerOne has both groups A and B assigned (this is the setup I'm forced to use). Does PlayerOne have permission to use permissionA.node?
Certainly, the group with the highest priority takes preference! (Why would you assign both groups, assigning just groupB would work in this case) Alternatively, just remove the inheritance of GroupA from groupB I run tests to test inheritance up to 99 levels and it works for me, so it could just be an error in your file.
I use a plugin called WPAuth which checks my forum database and automatically assigns a specified group within the game if the username is found on the forum database. The thing is, if a user is in a group that isn't Citizen, it will set the user to Citizen. This means that a guest will be upgraded (if registered, as intended), but an admin will also be set to Citizen (not intended). The only way for me to fix this is to give Citizen to admins as well. :/ EDIT: I always thought priority applied only to prefixes/suffixes. EDIT EDIT: I actually recently removed inheritance because I found out it was redundant. Haha.
I think so. I think the only problems I have stem from the way some plugins are handling permissions. Thanks for answering my questions!