kernitus

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I'm gonna be needing an actual debug log with the damage being done and received on both sides to even have a clue what the problem might be. Please enable...

Is this at all related with #483?

So actually the projectile knockback is given by the ProjectileKnockback module by simply damaging the player a little. Would having the PlayerKnockback module also apply when it's Projectile damage do...

@MWHunter The packet plugin doesn't seem to be available any more :disappointed:. Would the knockback calculations actually be the same as for living entities (without sprinting knockback of course)?

So like a global toggle?

@Rayzr522 I think the plugin would implode if we did that and 1.8 and 1.9-combat players were to fight each other

To be completely fair, there's something _very_ broken about the DamageModifier system. I encountered a similar issue with Resistance effects while I was investigating #499. I wonder if it'd be...

I believe this is only possible server-side by doing our own calculations with a BoundingBox around a player, but the player ping and the network delay need to be taken...

Sorry but I haven't a clue what sort of wacky stuff ProtocolSupport, ViaVersion, ViaBackwards etc. do to work. They often conflict with OCM because it was never intended to work...

Would you have some examples of what the damage being actually done vs what you expect it to be? Perhaps you could collect logs by turning on debug mode in...