βSpawnpoints
Spawnpoints can be considered a special type of warp - they're often the first point that a player is teleported to, whether it is in the server, or after they die. In AdvancedTeleport, they can also be referenced by an ID and be even more flexible than a standard spawn system.
It is enabled by the use-spawn
option in the config.yml, and is enabled by default.
Commands
The commands that fall under the spawn feature include:
/mirrorspawn
/removespawn
/setmainspawn
/setspawn
/spawn
Spawn Selection Algorithm
When a player does /spawn
on its own with basic permissions, there is an algorithm that AdvancedTeleport executes to decide where the player is teleported to. It is as follows:
If the "nearest spawn" feature is enabled, then the nearest spawnpoint to the player is found. If there are no spawns in the player's world or they do not have permission to the spawns in the world, we go to step 3.
If there is a spawn that is named after the world that the player is in, it will fetch that spawn and verify the player can access it.
If the spawn being checked cannot be accessed by the player and has a mirroring spawnpoint, then the mirroring spawnpoint is checked too.
If the final spawn cannot be accessed, then go to step 3.
As a final attempt, if there is a main spawn set, then just return it.
If no main spawn is set, then the plugin gets the spawnpoint of the world and returns it.
In step 4, the plugin will return the overworld spawnpoint if the player is in the Nether or End by default, handled by the use-overworld
option.
Nearest Spawnpoint
The "nearest spawnpoint" feature picks out the nearest spawnpoint to the player when deciding on the /spawn
or respawn location. It is enabled by the teleport-to-nearest-spawnpoint
option.
Basic Usage
To set a spawnpoint for the world you're in, you are able to just do /setspawn
and it will set the spawnpoint as well as the main spawnpoint. If no ID is specified, it will use the world's name.
If you're looking to have multiple spawnpoints for different players, you can use /setspawn [ID]
to set an ID for each distinct spawnpoint.
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