[INACTIVE][TP/MECH] Inception v1.04dev0.5 - World Layering and Overlapping [1060]

Discussion in 'Inactive/Unsupported Plugins' started by Lihad, Jun 5, 2011.

     
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    Lihad

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    Inception - From one world into another (into another, and another, and another)
    v1.04dev0.5




    ------------------------------------------------------------------------
    Just got back from honeymoon!!! woot!!!! I will be updating Inception for 1.8 as bukkit allows :) stay tuned!
    ------------------------------------------------------------------------

    Downloads:
    Most Recent Build

    [1060] - Version 1.04dev0.5 - Full
    [1060] - Version 1.04dev0.5 - jar only
    Past Builds
    [1060] - Version 1.04 - [->] 1.03, 1.02c, 1.02a, 1.01, 1.00

    ---------------------------------------------
    ---------------------------------------------
    Description:
    Allows you to fall (or climb) from one world into another world by catching players that enter a y-coordinate that isn't in the normal range of play (or otherwise defined). With the addition of skyland environments, this plugin can be used to stop players from falling indefinitely, and instead make them drop in another world at the same x and z coordinates.

    -----------------------------------------------------------------------------------------------
    Love Inception? Wanna help out a poor-ass college kid who is about to get married AND working his way through commercial flight school?! Donate!
    [IMG]
    -----------------------------------------------------------------------------------------------
    ---------------------------------------------
    Other Plugins Worth Your Time!
    Inception works great with:

    StyxSpace

    ---------------------------------------------

    Recent Fixes!For Version 1.04 & dev0.5

    - dev0.4 includes fixes for Exceptions casuesd by minecarts and mobs through Inception
    - dev0.4 allows mobs to not die by passing through Inception
    - dev0.4 includes a MAJOR fix fir a bug that occurred in 1.04 that rewrote parts of the config.yml, assuming there was none there (when there may have been).
    - .jar by itself will auto-generate a config.yml if none are detected :) Hooray!
    - New Developer API shtuff. I'll make a tab regarding info on it later tonight.
    - Bug fixes
    - More bugs
    - Mobs can now technically pass through inception layers IF they fall into a void. Working on this to fix it so it synchronizes with the set limits
    - Minecarts should be able to Inception
    - Boats should be able to pass through Inception layers
    - Console will yell at you more when you mess up stuff in the Inception config.yml, so I won't have to.
    - New command ./inception edit
    - And more stuff!



    Old Fixes!For Version 1.02delta & 1.03

    - Added options for syncing time in all worlds (this only works if time movement is normally enabled in a world type, and for that world)
    - Inception returns more information to the console on start up
    - The ground work for different fall damage has been laid, not Implemented Yet!
    - The config file is more forgiving and lets you use lower case in the environment type ;)
    - Fixed player getting pushed through stairs on inception (or half-blocks)
    - Fixed player getting stuck in the ground (100% success rate in testing, let me know if results differ)

    - Fixed player positioning on Inception being off a couple blocks x,z
    - Config editing commands now reload Inception upon completion automagically (no feedback)
    - Foreign worlds as a 'lowerWorld' aren't stubborn assholes any longer.

    - Fixed teleport looping
    - Fixed chunks being deleted in dynamicOverlapping
    - Colored blocks now reflect properly through an overlap
    - Block facing through dynamicOverlapping is fixed
    - Block facing through standard overlapping is ish-fixed. but not really.
    - Syncing of linked worlds by their spawns is added as an option in the config.yml
    - The exclusion of certain block types the are mirrored in an overlap is added as an option in
    the config.yml
    - Water and lava pouring through an inception layer behaves more correctly
    - Inception passes priority of world creation with 'environment: null'
    - And other fixes

    ---------------------------------------------

    Installation:
    Download the .zip and throw the contents into your plugins folder. Be sure to configure the config.yml file in the Inception folder or the plugin will fail! If updating from a previous version: Don't delete your old config.yml and expect a new one to generate! Use the new config.yml that is in the new version folder unless otherwise specified.

    Then, read the 'Setup' tab below for Detailed instrutions on the setup of Inception. For those new to the plugin, I don't suggest changing any values for anything outside of defining the worlds and environments for a single link. After you have the motion of Inception down, tweak the setting and add more links as you see fit.


    #Inception - Written By Lihad @ beyondminecraft.net

    ----- Using Inception
    Before using this plugin, be sure to backup your world files and etc. Inception has the potential to rewrite entire landscapes! Tread carefully.

    ----- The Initial Setup
    Download the latest .zip, or the one that suits your CB. And place the contents into your plugin folder.

    Be sure to modify the config.yml for Inception before the initial launch, it should look something like this to start:

    Code:
    inception:
        link0:
            worldUpper:
                worldName: renameme
                environment: RENAMEME
            worldLower:
                worldName: renameme
                environment: RENAMEME
            overlap: true
            enableFall: true
            enableClimb: true
            upperLimit: 128
            lowerLimit: 0
            overlapDepth: 5
    [INDENT=1]sync: false[/INDENT]
    
    autoInception: false
    fallDamage: false
    glassStep: true
    dynamicOverlapUpperToLower: false
    dynamicOverlapLowerToUpper: false
    exemptBlockID: 7, 8, 9, 10, 11
    - Setting up your first link!
    Under link0, the options below exist:
    Code:
            worldUpper:
                worldName: renameme
                environment: RENAMEME
            worldLower:
                worldName: renameme
                environment: RENAMEME 
    Fill in the world you want to be top world in the worldName slot for the worldUpper key, as well as the environment type (most foreign world types created by other plugins are NORMAL in origin). The three main world types are NETHER, NORMAL, and SKYLANDS. Follow the same idea for the worldLower key, by adding in the world that you want to be 'below' your top. If your using another plugin to supply a foreign world type, use 'null' as the environment type and inception will pass priority to the corresponding plugin.

    Note: If you write the name of a world in either worldName slot that doesn't already exist, Inception will attempt to create it of the type Environment that you have specified.

    - Setting up your local link variables!
    Within link0, you will also see these options:
    Code:
            overlap: true
            enableFall: true
            enableClimb: true
            upperLimit: 128
            lowerLimit: 0
            overlapDepth: 5
    [INDENT=1]sync: false
    [/INDENT]

    Each does something different, set to maximize the performance you wish to get out of inception. 'enableFall' and 'enableClimb', if set to True, will allow your users to pass from the lower world to the upper world by climbing, as well as passing to the lower world from the upper world by falling. If you wish a player to only be able to fall from the upper world to the lower, but not climb back up, turn 'enableClimb' to false.

    To specify the 'y' coordinates that the inception between worlds takes place, define the values under upperLimit and lowerLimit. Once a player crosses this threshold, they will be beamed away to the other world.

    The 'overlap' is a tool used for those who wish to make their worlds seem to flow together. By turning 'overlap' to true, you are saying that the bottom and top of the worlds will share anything placed or destroyed by a user, within the distance specified by 'overlapDepth'. Thus, with an overlap depth of '5', y-coordinates 1,2,3,4 and 5 of the worldUpper will be shared with y-coordinates 123,124,125,126 and 127 of worldLower. Note: The transfer through normal overlapping will only work for blocks that are placed and destroy while the plugin is running.

    Also note that with overlapping, your lower and upper limits for said link must be equal in spacing. This is new to Version 1.o1.

    Lastly, turning 'sync' to true will line the linked worlds up by their spawns, instead of their x,z coordinates.

    - Creating More than One Link
    To create a second link, simply copy the entire link0:, and paste it under itself, renaming the new copy 'link1'. It would look something like this:
    Code:
        link0:
            worldUpper:
                worldName:
                environment:
            worldLower:
                worldName:
                environment:
            overlap: true
            enableFall: true
            enableClimb: true
            upperLimit: 128
            lowerLimit: 0
            overlapDepth: 5
    [INDENT=1]sync: false[/INDENT]
        link1:
            worldUpper:
                worldName:
                environment:
            worldLower:
                worldName:
                environment:
            overlap: true
            enableFall: true
            enableClimb: true
            upperLimit: 128
            lowerLimit: 0
            overlapDepth: 5
    [INDENT=1]sync: false
    [/INDENT]

    And of course, be sure to add the worlds you want to be involved in the new inception link, as well as changing/modifying any of your new local variables.

    - The Global Variables
    Code:
    autoInception: false
    fallDamage: false
    glassStep: true
    dynamicOverlapUpperToLower: false
    dynamicOverlapLowerToUpper: false
    exemptBlockID: 7, 8, 9, 10, 11
    These keys should only appear once in your config, and should be outside any keys. They are your global variables. 'fallDamage' is pretty obvious in wht it accomplishes.

    'autoInception', if turned to true, will have Inception automatically link all of your worlds for you in the standard manner (no overlap, limits at 0 and 128). This completely ignores any links you have specified. Very much the lazy-persons Inception tool.

    'glassStep' Is used for those who are travelling up to skylands and dont have a block to step on, or get caught in pesky inception loops. Turning this to true will give your user something to stand on when climbing up.

    'dynamicOverlap...' if turned on... be prepared for the shear power of inception to show itself. For every link that you have where 'overlap' is turned to 'true',. dynamic overlapping will take a snapshot (of height defined in 'overlapDepth') of a players current surroundings and places them in the world they are going to. Allows for EXTREMELY seamless transfer.... also has the potential to rewrite sections of worlds.

    'exemptBlockID' is any block id you wish to not be overlapped in an overlap layer.



    Only For Op


    - Not Setting the config file correctly can cause weird things to happen
    - If a server's flymod catch is turned on, this can lead to players being kicked mid-transfer
    - Block facing is not always correct through overlapping
    - Signs don't overlap well
    - Chests don't overlap well
    - There may or may not be an issue with looping world Inceptions between two worlds that of Normal and Nether types. This has been known to cause issues with deleting chunks and etc. This issue is set for resolve in the next 1.02 release.
    will add more bugs to this section as they are noted and posted.


    Version 1.04dev0.5[CB 1060]
    - Hotfix for dev0.4

    Version 1.04dev0.4[CB 1060]
    - dev0.4 includes fixes for Exceptions casuesd by minecarts and mobs through Inception
    - dev0.4 allows mobs to not die by passing through Inception
    - dev0.4 includes a MAJOR fix fir a bug that occurred in 1.04 that rewrote parts of the config.yml, assuming there was none there (when there may have been).

    Version 1.04[CB 1060]
    - .jar by itself will auto-generate a config.yml if none are detected :) Hooray!
    - New Developer API shtuff. I'll make a tab regarding info on it later tonight.
    - Bug fixes
    - More bugs
    - Mobs can now technically pass through inception layers IF they fall into a void. Working on this to fix it so it synchronizes with the set limits
    - Minecarts should be able to Inception (maybe...)
    - Boats should be able to pass through Inception layers (maybe...)
    - Console will yell at you more when you mess up stuff in the Inception config.yml, so I won't have to.
    - New command ./inception edit
    - And more stuff!


    Version 1.03[CB 1000]
    - Added options for syncing time in all worlds (this only works if time movement is normally enabled in a world type, and for that world)
    - Inception returns more information to the console on start up
    - The ground work for different fall damage has been laid, not Implemented Yet!
    - The config file is more forgiving and lets you use lower case in the environment type ;)


    Version 1.02delta[CB 977+/1.7.3]
    - Fixed player getting pushed through stairs on inception (or half-blocks)
    - Fixed player getting stuck in the ground
    - Fixed player positioning on Inception being off a couple blocks x,z
    - Config editing commands now reload Inception upon completion automagically (no feedback)

    Version 1.02charlie[CB 977]
    - Fixes Everything (almost)

    Version 1.02bravo[CB 977]
    - Technical Unreleased Officially

    Version 1.02alpha[CB 977]
    - Fixed player positioning on Inception
    - Fixed teleport looping
    - Fixed chunks being deleted in dynamicOverlapping

    Version 1.02[CB 953]
    - Overlapping works better and more correctly for block types
    - Added sync'ing
    - Added exclusions
    - Inception passes priority of world creation with 'environment: null'

    Version 1.01 [CB 953]
    - Upon Inception, player placement is now better suited to where they are coming from,

    especially with overlapping
    - Defining a world in the Inception config.yml that doesn't exist will be automatically create

    by Inception
    - Water and Lava within a overlap will no longer compound upon itself
    - Recursion was added (1.00), recursion was optimized (1.01)
    - Links now run by priority, and will not randomly place a player if multiple links share the

    same worldUpper or worldLower.
    - Added more local variables per link.
    - Overlapping is better situated and follows the pattern suggest in 'overlapDepth' better.

    Version 1.00 [CB 953]
    - Rewrote the plugin for better optimization
    - Inception can now manage worlds without a crutch

    Version 0.9 delta [CB 917]
    - Fixed persistent Speed Hack kick

    Version 0.9 charlie
    - Split the dynamicOverlap node into two
    - Fixed an issue with overlapping

    Version 0.9 bravo
    - Added Dynamic Overlapping
    - Fix for 'lowerY' being less than '0'
    Version 0.9 alpha (does that even make sense?!)
    - Overlapping can now occur between links of your choice
    - Overlapping can occur between all Environment types
    - New command for specifying if a link should have overlapping or not
    - The ability to turn the glass block on and off!
    - SphereWorlds should finally be fixed (FINALLY!)
    - Overlapping works better

    Version 0.9
    - Added option for worldOverlay/rowOverlay
    - Fixed Inception identifying foreign world types
    - Fixed various other bugs

    Version 0.8
    - Added option for fallDamage (should already be in your config.yml) to either be on or off when fall damage occurs.

    Version 0.7
    - Added config options for setting the floor and ceiling of inception
    - Fixed '/inception list'
    - Added autoInception

    Version 0.6
    - Added a climbing inception (climbing to y=129 of a world allows a transfer)
    - Changed the config.yml
    - Changed the command '/inception modify'

    Version 0.5
    - Added in-game commands

    Version 0.4
    - If multiple links are created with the same 'worldUpper', it now randomly makes you fall to any of the 'worldLower' worlds under those links (instead of the first notable 'worldLower')

    Version 0.3
    - New config file!
    - The ability for multiple links to be made between worlds.
    - Cleaned some of the code up

    Version 0.2
    - Fixed falling into the nether
    - Fixed a few other minor bugs

    Version 0.1
    - Initial Build


    ---------------------------------------------
    Special Thanks to: JorenCombs, Pherce, Kside, Annilyna and all the members of Beyond Horizon. For giving me testing grounds for Inception-izing you all (like you actually had a choice).
    ---------------------------------------------

    This post has been edited 14 times. It was last edited by Lihad Sep 16, 2011.
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    Spl1tz

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    Don't forget space ;)
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    Lihad

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    I'll look into this. I've seen this happen before back in the 0.1 release for me, but I did fix it then... Wondering what could be causing it to happen to you two and not the rest of us.... mh

    EDIT: What build of bukkit are you using? I've heard of this happening in pre-820
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    Lihad

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    This will happen if one of the worlds listed is noted as an invalid world. Try using multiverse. Should fix the issue.
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    Lihad

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    ooooh! I just found a bug with setting your lowerY to less than 0. Good bug find! I'll fix asap. Until then, I suggest turning that up to 0.
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    Spl1tz

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    Thx for the reply.
    I'm using the latest recommended 860.
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    Lihad

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    What is your 'lowerY' set to in the config? There is a bug with setting this value to less than 0....
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    phondeux

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    My worlds don't match-up, x,z-wise. That is, my sky world starts at 2000,2000 and my land starts at 0,0. Is it possible to map them?
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    Spl1tz

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    I didn't get that part of the instructions :p
    So all i did was copy paste the lines... and edit the worlds ofc.

    Code:
    inception:
        link0:
            worldUpper: Zespace
            worldLower: world_skylands
            overlap: false
        link1:
            worldUpper: world_skylands
            worldLower: Zeworld2
            overlap: false
        link2:
            worldUpper: Zeworld2
            worldLower: Zeworld2_nether
            overlap: false
    enableFall: true
    enableClimb: true
    upperY: 127
    lowerY: 0
    autoInception: false
    fallDamage: false
    rowOverlap: 5
    glassStep: false
    
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    Lihad

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    I know of an issue where not having something for your player to stand on when he gets into an Upper world from a Lower world causing a kick for moving to fast possibly.... Turning 'glassStep' to true might help you out there.... but if you're just straight getting kicked for falling into another world, then idk..., I'll continue to do some testing and see if I can replicate the issue in more ways. Out of curiosity, are you using MultiVerse?
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    Lihad

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    Like so when falling from 2000,2000 in the skyworld, you wind up at 0,0 in your normal world? And the falling is relative to your specified offset from there? Interesting.... And I like it! I'll add it to my list of things to add!
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    Spl1tz

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    I have seen the "glass step" work before, dno if it was another plugin or from vanilla but the function of it isn't really what i want... I really like people to just fall from a world to get to the lower worlds :)
    I hope you realize that i said on my first post that Ive got "Enable flight" off in my server properties...
    However, its probably a normal behavior, tho i thought this plugin would bypass it, shouldn't it?
    And yes i'm running MultiVerse.

    EDIT: I don't mind the glass step for going up a world, but the glass would also save the players from valling through the void, which is not i want. I'm going to have to find a way to make players be able to teleport to Skylands and space somehow...
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    Lihad

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    Oh, shoot, I misread that. I suppose that is where the issue lies then. And yes, I am looking into making a work around for this tho there is none yet. Flight would need to be enabled atm. Sorry about that. Hopefully soon :)
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    Spl1tz

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    OK! Thx for the replies and help ^^
    I guess players will have to wait... although i wasn't planning to tell them we got these plugins :D
    I love surprises ^^
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    ultimak

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    Would it be possible to make it so you can set the y values for teleporting on a per link basis?
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    Lihad

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    Haha, most def! And please let me know if you have any suggestions or find any other bugs for Inception! I'm always willing to listen and help!

    Yes... And I toyed with the idea of making this possible as it wouldnt be that hard at all for me to do... I just didnt want to make it to terribly complicated at the user-level right off the bat by adding tons of customization options per-link. But def expect such things to start popping up in future updates!
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    phondeux

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    Exactly that! I used the BiomeTerrain Mod to create a couple of my worlds and it put the spawns at weird X,Z positions.
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    Lihad

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    haha, oh I know the feeling! Spawns can be at such strange coords! I love the idea you presented tho! I'll work something out :D
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    ultimak

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    Cool. The reason I want it is that I want people to be able to drop down and get up out of the nether, but only be able to drop down out of skylands.
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    popdog15

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    Your getting married? Awwwwwwwwwww. I am also ''Poor-ass" so I cant donate... but good luck :D
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    Lihad

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    EDIT:
    Given how unpolished 0.9bravo is, im not going to actually release it in my main post, but instead leave it here for those that would like it. While I was at work thinking about this testing version of a release I just put out there for you all to you, I could help but wonder if it was such a good idea. lol. That being said, it isn't a bad release, just really hard for someone new to the plugin to wrap their head around possibly and really easy to mess up a lot of things in your world real quick.
    At any rate. If you do feel comfortable using inception, and want to give it a whirl, please do. Im using it on my main server and love the reflections between worlds that it adds with the live update of the normal overlap as well. The thing is just cool!
    But I am going to work out a priority system for the dynamicOverlapping perhaps... while still trying to keep it simple and straight forward.... I don't know if that is possible.

    Anyways...

    END EDIT
    --------------------------------------------------------------------------------------------
    Alright everyone... got an interesting new version for you all
    Version 0.9bravo

    Yah... I got no idea where I'm going with these version numbers.... haha. But I know as long as I keep changing overlapping around, I want it to be a '0.9' release..... so here is Bravo!

    You can either update to the new config file or o.9bravo will add the new option 'dynamicOverlap' for you upon first running the .jar.

    New Additions:
    -Dynamic Overlapping... or so I call it. Instead of just the standard form of overlap that only reflects what you have placed/destroyed while the plugin was loaded (meaning a lot of your towers haven't been reflected very well), dynamic overlapping takes your general surrounding when you under-go an Inception and relays it onto the next world.... creating a much more solid (and dangerous) form of overlap. Using this with overlap quantities such as '15' will make for some pretty bad ass overlaps with dynamic turned on. Try it out, but use with caution... as those waterfalls/lavafalls falling out of the skyworld will reflect down.

    READ BEFORE USING dynamicOverlap! ---- BE VERY CAREFUL!!!!!
    The picture that Dynamic Overlapping captures through an inception takes the surroundings of where your coming from and layers it into where you are going to! If you have a badass tower in a 'normal' world and nothing but sky in your 'skyworld' ... and you decide for your first dive with dynamicOverlap on to be from the skyworld to the normal world, right over your tower.... prepare to have any part of your tower that was on the overlap layer disappear!!!!!!!!

    ALWAYS BE SURE TO MAKE AN INCEPTION WITH dynamicOverlap ONLY IF YOU WANT TO COPY WHAT YOU'RE COMING FROM TO WHERE YOU ARE GOING!!!!

    I can't stress that enough.

    Well, I gotta get to work, I will post in the main later. Please use this with respect! It does amazing things but only if you treat her right!

    Notable Other Fixes:
    -Setting a lowerY less than '0' no longer causes issues. Hooray!
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    ScottSpittle

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    i get kciked for moving too fast? how can i prevent that?
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    ultimak

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    You need to enable allow-flight in server.properties. Usually getting kicked for flying is due to lag, since the server expects you to be in one place when your in another and so it kicks you for what it thinks it detects as flying.
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    ScottSpittle

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    this is set to true.
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    Zarius

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    Have you got any other plugins installed? Perhaps something like NoCheat that may be monitoring movement?
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    ScottSpittle

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    Yes but even with that removed i still get kicked..
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    Lihad

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    Show me your config.yml
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    azreth

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    Thank you and Woot i found a bug
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    Lihad

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    Given how unpolished 0.9bravo is, im not going to actually release it in my main post, but instead leave it in that forum post just a few above this one for those that would like it. While I was at work thinking about this ugly version of a release I just put out there for you all to use, I couldn't help but wonder if it was such a good idea in its current state. lol. That being said, it isn't a bad release, just really hard for someone new to the plugin to wrap their head around and really easy to mess up a lot of things in your world real quick.
    At any rate. If you do feel comfortable using inception, and want to give it a whirl, please do. Im using it on my main server and love the reflections between worlds that it adds with the live update of the normal overlap as well. The thing is just cool!
    But I am going to work out a priority system for the dynamicOverlapping perhaps... while still trying to keep it simple and straight forward.... I don't know if that is possible.
  31. Offline

    Lihad

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Minecraft account:
    MCUSERNAME
    *High Five* This should be fixed in the 0.9bravo release a couple posts above this one. The link for 0.9bravo isn't in the main post, and I doubt I'll ever put it up there. So if you would like it, please read that post above and take it! :)
  32. Offline

    ScottSpittle

    dev.bukkit.org profile:
    CFUSERNAME
    My Plugins (CFCOUNT)
    Minecraft account:
    MCUSERNAME
    inception:
    link0:
    worldUpper: Skyland
    worldLower: muezli
    overlap: false
    enableFall: true
    enableClimb: true
    upperY: 127
    lowerY: 0
    autoInception: false
    fallDamage: false
    rowOverlap: 5
    glassStep: true

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