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=============
Description
=============
This is a port of the Stargate plugin from hMod.
Create gates that allow for instant-teleportation between large distances. Gates can be always-open, or triggered, they can be hidden, or accessible to everybody, they can share a network, or they can be split into clusters.
This port will import your existing locations.dat file from the hMod Stargate plugin, as well as any custom .gate files you had!
2011-03-20 09:29:55 +01:00
iConomy support added back in, only costs are create, destroy and use. No permission bypasses.
2011-02-09 09:58:23 +01:00
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This version of Stargate is still heavily under development. There are going to be issues for a while yet.
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Known Issues
=============
- Vehicle implementation is nowhere near done.
- Signs aren't always updating, I don't know what's causing this, I think it's a Bukkit thing.
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- There are many bugs with portal material not showing properly. This is a bug I can not track down, and have no fix for at the moment.
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Permissions
=============
- stargate.use - Allow this player/group to use stargates.
- stargate.create - Allow this player/group to create new stargates.
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- stargate.create.personal - Allow this player/group to create new stargates on a network defined as their name.
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- stargate.destroy - Allow this player/group to destroy existing stargates. (Deprecated)
- stargate.destroy.all - Allow this player/group to destroy any existing stargate (Replaces stargate.destroy)
- stargate.destroy.owner - Allow this player/group to destroy any stargate that they are the owner of.
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- stargate.hidden - Allow this player/group to see all hidden stargates.
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- stargate.private - Allow this player/group to use all private stargates.
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Instructions
=============
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Building a gate:
OO
O O - These are Obsidian blocks. You need 10.
O O - Place a sign on either of these two blocks of Obsidian.
O O
OO
- Type a name on the first line on the sign, it must be less than 12 characters long.
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- Type a set destination name on the second line if desired.
- Type a network name on the third line if desired.
- Type any options on the 4th line if desired.
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Sign Layout:
- Line 1: Gate Name (Max 12 characters)
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- Line 2: Destination Name [Optional] (Max 12 characters, used for fixed-gates only)
- Line 3: Network name [Optional] (Max 12 characters)
- Line 4: Options [Optional] ('A' for always-on fixed gate, 'H' for hidden networked gate)
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Using a gate:
- Right click the sign to choose a destination.
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- Right/left click the button to open up a portal.
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- Step through.
Fixed gates:
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- Fixed gates go to only one set destination.
- Fixed gates can be linked to other fixed gates, or normal gates. A normal gate cannot open a portal to a fixed gate however.
- To create a fixed gate, specify a destination on the second line of the stargate sign.
- Set the 4th line of the stargate sign to "A" to enable an always-open fixed gate.
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Gate networks:
- Gates are all part of a network, by default this is "central".
- You can specify (and create) your own network on the third line of the sign when making a new gate.
- Gates on one network will not see gates on the second network, and vice versa.
Hidden Gates:
- Hidden gates are like normal gates, but only show on the destination list of other gates under certain conditions.
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- A hidden gate is only visible to the creator of the gate, or somebody with the stargate.hidden permission.
- Set the 4th line of the stargate sign to "H" to make it a hidden gate.
==============
Configuration
==============
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default-gate-network - The default gate network
not-selected-message - The message when no destination is selected
portal-destroy-message - The message when a gate is destroyed
portal-create-message - The message when a gate is created
not-owner-message - The message when you aren't allowed to push the gate button
other-side-blocked-message - The message when the gate you're dialing is open
teleport-message - The message when you are teleported
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portal-folder - The folder your portal databases are saved in
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gate-folder - The folder containing your .gate files
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destroyexplosion - Whether to destroy a stargate with explosions, or stop an explosion if it contains a gates controls.
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useiconomy - Whether or not to use iConomy
createcost - The cost to create a stargate
destroycost - The cost to destroy a stargate (Can be negative for a "refund"
usecost - The cost to use a stargate
not-enough-money-message - The message displayed if a player lacks money to do something
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=============
Changes
=============
2011-03-20 09:29:55 +01:00
[Version 0.29]
- Added iConomy support. Currently only works with iConomy 4.4 until Niji fixes 4.5
2011-03-15 03:26:04 +01:00
[Version 0.28]
- Fixed an issue with removing stargates during load
2011-03-14 20:13:04 +01:00
[Version 0.27]
- Fixed portal count on load
[Version 0.26]
- Added stargate.create.personal for personal stargate networks
- Fixed a bug with destroying stargates by removing sign/button
2011-03-13 11:07:17 +01:00
[Version 0.25]
- Fixed a bug with worlds in subfolders
- Fixed gates being destroyed with explosions
- Added stargate.destroy.owner
2011-03-11 09:34:43 +01:00
[Version 0.24]
- Fixed a loading bug in which invalid gates caused file truncation
[Version 0.23]
- Added a check to make sure "nethergate.gate" exists, otherwise create it
2011-03-10 22:26:14 +01:00
[Version 0.22]
- Fixed multi-world stargates causing an NPE
[Version 0.21]
- Code cleanup
- Added a few more errors when a gate can't be loaded
- Hopefully fixed path issue on some Linux installs
2011-03-07 05:24:31 +01:00
[Version 0.20]
- Fixed the bug SIGN_CHANGE exception when using plugins such as Lockette
[Version 0.19]
- Set button facing on new gates, fixes weirdass button glitch
- Beginning of very buggy multi-world support
2011-03-05 06:03:56 +01:00
[Version 0.18]
- Small permissions handling update.
[Version 0.17]
- Core GM support removed, depends on FakePermissions if you use GM.
[Version 0.16]
- Fixed Permissions, will work with GroupManager, Permissions 2.0, or Permissions 2.1
- Left-clicking to activate a stargate works again
2011-02-23 09:01:23 +01:00
[Version 0.15]
- Built against b424jnks -- As such nothing lower is supported at the moment.
- Moved gate destruction code to onBlockBreak since onBlockDamage no longer handles breaking blocks.
- Removed long constructor.
2011-02-19 07:24:46 +01:00
[Version 0.14]
- Fixed infinite loop in fixed gates.
- Fixed gate destination will not open when dialed into.
2011-02-18 22:53:00 +01:00
[Version 0.13]
- Fixed gates no longer show in destination list.
2011-02-17 11:44:47 +01:00
[Version 0.12]
- Implemented fixed destination block using * in .gate file. This is the recommended method of doing an exit point for custom gates, as the automatic method doesn't work in a lot of cases.
- Split networks up in memory, can now use same name in different networks. As a result, fixed gates must now specify a network.
- Added the ability to have a private gate, which only you can activate. Use the 'P' option to create.
- Fixed but not AlwaysOn gates now open the destination gate.
- Fixed gates now show their network. Existing fixed gates are added to the default network (Sorry! It had to be done)
2011-02-15 07:02:22 +01:00
[Version 0.11]
- Fuuuu- Some code got undid and broke everything. Fixed.
2011-02-15 06:51:55 +01:00
[Version 0.10]
- Hopefully fixed the "No position found" bug.
- If dest > origin, any blocks past origin.size will drop you at dest[0]
- Switched to scheduler instead of our own thread for closing gates and deactivating signs
- No longer depend on Permissions, use it as an option. isOp() used as defaults.
2011-02-13 21:06:20 +01:00
[Version 0.09]
- Gates can now be any shape
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[Version 0.08]
- Gates can now consist of any material.
- You can left or right click the button to open a gate
- Gates are now initialized on sign placement, not more right clicking!
2011-02-13 05:30:52 +01:00
[Version 0.07]
- Fixed where the default gate is saved to.
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[Version 0.06]
- Forgot to make gates load from new location, oops
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[Version 0.05]
- Moved Stargate files into the plugins/Stargate/ folder
- Added migration code so old gates/portals are ported to new folder structure
- Create default config.yml if it doesn't exist
- Fixed removing a gate, it is now completely removed
[Version 0.04]
- Updated to multi-world Bukkit
[Version 0.03]
- Changed package to net.TheDgtl.*
- Everything now uses Blox instead of Block objects
- Started on vehicle code, but it's still buggy