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!
iConomy support added back in, only costs are create, destroy and use.
The latest version of Stargate has support for iConomy. Gate creation, destruction and use can all have different costs associated with them. You can also define per-gate layout costs. The default cost is assigned in the config.yml file, while the per-gate costs re defined in the .gate files. To define a certain cost to a gate just add these lines to your .gate file:
You can create as many gate formats as you want, the gate layouts are stored in plugins/Stargate/gates/
The .gate file must be laid out a specific way, the first lines will be config information, and after a blank line you will lay out the gate format. Here is the default nether.gate file:
portal-open=90
portal-closed=0
X=49
-=49
XX
X..X
-..-
X*.X
XX
portal-open/closed are used to define the material in the gate when it is open or closed.
"X" and "-" are used to define block "types" for the layout (Any single-character can be used, such as "#").
In the gate format, you can see we use "X" to show where obsidian must be, "-" where the controls (Button/sign) are.
You will also notice a "*" in the gate layout, this is the "exit point" of the gate, the block at which the player will teleport in front of.
- Moved sign update into a schedule event, should fix signs
[Version 0.3.2]
- Updated to latest RB
- Implemented proper vehicle handling
- Added iConomy to vehicle handling
- Can now set cost to go to creator on use
[Version 0.3.1]
- Changed version numbering.
- Changed how plugins are hooked into.
[Version 0.30]
- Fixed a bug in iConomy checking.
[Version 0.29]
- Added iConomy support. Currently only works with iConomy 4.4 until Niji fixes 4.5
- Thanks @Jonbas for the base iConomy implementation
[Version 0.28]
- Fixed an issue with removing stargates during load
[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
[Version 0.25]
- Fixed a bug with worlds in subfolders
- Fixed gates being destroyed with explosions
- Added stargate.destroy.owner
[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
[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
[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
[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
[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.
[Version 0.14]
- Fixed infinite loop in fixed gates.
- Fixed gate destination will not open when dialed into.
[Version 0.13]
- Fixed gates no longer show in destination list.
[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)
[Version 0.11]
- Fuuuu- Some code got undid and broke everything. Fixed.
[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.
[Version 0.09]
- Gates can now be any shape
[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!
[Version 0.07]
- Fixed where the default gate is saved to.
[Version 0.06]
- Forgot to make gates load from new location, oops
[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