Comments (6)
Please provide more information like your config and the log in debug mode.
from resourcepacksplugins.
Sure. Here's my config:
debug: true
autogeneratehashes: true
messages:
usepack: You now use the pack %pack%!
packlisthead: 'Packs available to you:'
nopacks: No packs found!
packs:
potterpack:
url: https://cdn.fadehost.com/packs/dba6a5b0098e6f736815a755b005fe9b4e3ea1b0.zip
format: 3
hash: dba6a5b0098e6f736815a755b005fe9b4e3ea1b0
restricted: false
permission: worldresourcepacks.pack.potterpack
worldpack:
url: https://cdn.fadehost.com/packs/b27bb01438f382926f600a64ebcd402cdec95e8a.zip
format: 3
hash: b27bb01438f382926f600a64ebcd402cdec95e8a
restricted: false
permission: worldresourcepacks.pack.worldpack
empty: worldpack
worlds:
potterworld:
pack: potterpack
When a the player joins the server, the console logs:
[WorldResourcepacks] Send pack potterpack https://cdn.fadehost.com/packs/dba6a5b0098e6f736815a755b005fe9b4e3ea1b0.zip) to Xylopod
When logging on, the pack activates in the "loading terrain" screen but it disappears when you get into the world.
from resourcepacksplugins.
Well if it isn't printing a message that it sets it back to empty again we can at least be sure that the plugin itself isn't resetting it.
Maybe try setting the send-delay
option in the world (or the server) section to a value above zero. (It's set to 10 ticks in the default config)
from resourcepacksplugins.
Thank you so much! That worked.
from resourcepacksplugins.
This solution works, but the value for the delay has to be rather high. What worked for me was 60 ticks (or roughly 3 seconds). Is there an issue which causes the resource pack to be handled improperly if the game is not given the 3 seconds?
from resourcepacksplugins.
It really depends on how fast your client is able to load and render the world. Packs will only be accepted by the client after the render is finished but the server wont really know when this happened.
from resourcepacksplugins.
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from resourcepacksplugins.