94d5a3b0a3
Fixed gate destination will not open when dialed into.
120 lines
5.4 KiB
Plaintext
120 lines
5.4 KiB
Plaintext
=============
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Description
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=============
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This is a port of the Stargate plugin from hMod.
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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.
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This port will import your existing locations.dat file from the hMod Stargate plugin, as well as any custom .gate files you had!
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All of the iConomy code was removed.
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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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=============
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Known Issues
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=============
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- Vehicle implementation is nowhere near done.
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- Signs aren't always updating, I don't know what's causing this, I think it's a Bukkit thing.
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=============
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Permissions
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=============
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- stargate.use - Allow this player/group to use stargates.
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- stargate.create - Allow this player/group to create new stargates.
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- stargate.destroy - Allow this player/group to destroy existing stargates.
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- stargate.hidden - Allow this player/group to see all hidden stargates.
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=============
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Instructions
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=============
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Building a gate:
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OO
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O O - These are Obsidian blocks. You need 10.
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O O - Place a sign on either of these two blocks of Obsidian.
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O O
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OO
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- 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.
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- Type a network name on the third line if desired.
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- Type any options on the 4th line if desired.
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Sign Layout:
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- Line 1: Gate Name (Max 12 characters)
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- Line 2: Destination Name [Optional] (Max 12 characters, used for fixed-gates only)
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- Line 3: Network name [Optional] (Max 12 characters)
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- Line 4: Options [Optional] ('A' for always-on fixed gate, 'H' for hidden networked gate)
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Using a gate:
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- 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.
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Fixed gates:
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- Fixed gates go to only one set destination.
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- Fixed gates can be linked to other fixed gates, or normal gates. A normal gate cannot open a portal to a fixed gate however.
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- To create a fixed gate, specify a destination on the second line of the stargate sign.
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- Set the 4th line of the stargate sign to "A" to enable an always-open fixed gate.
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Gate networks:
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- Gates are all part of a network, by default this is "central".
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- You can specify (and create) your own network on the third line of the sign when making a new gate.
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- Gates on one network will not see gates on the second network, and vice versa.
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Hidden Gates:
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- 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.
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- Set the 4th line of the stargate sign to "H" to make it a hidden gate.
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==============
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Configuration
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==============
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default-gate-network - The default gate network
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not-selected-message - The message when no destination is selected
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portal-destroy-message - The message when a gate is destroyed
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portal-create-message - The message when a gate is created
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not-owner-message - The message when you aren't allowed to push the gate button
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other-side-blocked-message - The message when the gate you're dialing is open
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teleport-message - The message when you are teleported
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portal-save-location - The file your portal database is saved as
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gate-folder - The folder containing your .gate files
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=============
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Changes
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=============
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[Version 0.14]
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- Fixed infinite loop in fixed gates.
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- Fixed gate destination will not open when dialed into.
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[Version 0.13]
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- Fixed gates no longer show in destination list.
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[Version 0.12]
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- 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.
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- Split networks up in memory, can now use same name in different networks. As a result, fixed gates must now specify a network.
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- Added the ability to have a private gate, which only you can activate. Use the 'P' option to create.
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- Fixed but not AlwaysOn gates now open the destination gate.
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- Fixed gates now show their network. Existing fixed gates are added to the default network (Sorry! It had to be done)
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[Version 0.11]
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- Fuuuu- Some code got undid and broke everything. Fixed.
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[Version 0.10]
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- Hopefully fixed the "No position found" bug.
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- If dest > origin, any blocks past origin.size will drop you at dest[0]
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- Switched to scheduler instead of our own thread for closing gates and deactivating signs
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- No longer depend on Permissions, use it as an option. isOp() used as defaults.
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[Version 0.09]
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- Gates can now be any shape
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[Version 0.08]
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- Gates can now consist of any material.
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- You can left or right click the button to open a gate
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- Gates are now initialized on sign placement, not more right clicking!
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[Version 0.07]
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- Fixed where the default gate is saved to.
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[Version 0.06]
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- Forgot to make gates load from new location, oops
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[Version 0.05]
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- Moved Stargate files into the plugins/Stargate/ folder
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- Added migration code so old gates/portals are ported to new folder structure
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- Create default config.yml if it doesn't exist
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- Fixed removing a gate, it is now completely removed
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[Version 0.04]
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- Updated to multi-world Bukkit
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[Version 0.03]
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- Changed package to net.TheDgtl.*
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- Everything now uses Blox instead of Block objects
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- Started on vehicle code, but it's still buggy |