Inactive [MECH/FUN] ItemDetector v1.2 - An Item-detecting gate [1000]

Discussion in 'Inactive/Unsupported Plugins' started by Streammz, Apr 25, 2011.

     
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    Streammz

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    ItemDetector - Gates which detect items
    Version: v1.2

    With this plugin, you can make item detecting gates, just like at the airports.
    It uses redstone, so combined with other plugins you can make traps, falls etc.
    On the end of this post there is an detailed instruction on how to create them.
    This uses NO commands.

    Features:
    • Creating gates which can be used to detect items
    • Redstone support by changing torches into redstone torches.
    • Detect multiple items (good for an pvp-zone to detect swords/bows etc)
    • Block people from entering with specific items
    • Minecart support
    • Clearing inventory's
    • Permission support
    • Message / kit support
    Download:

    V1.1 - Download
    V1.2 - Download
    Addon kit - Download
    ItemDetector is open source! (NO RE-RELEASES WITHOUT PERMISSION)

    Known bugs:
    If itemdetector is loaded before multiworlds, it will get a nullpointer and lose all data, to fix this rename the multiworld plugin to "aaaMultiWorld" and bukkit will load this plugin as first of all your plugin, this should also fix all other problems with other plugins
    Thanks to @Maxis010 for that

    How to create a gate:
    [torch][wood][torch] What you see to the left of here, is the framework of an gate
    [mossy][mossy] [mossy] The wood block left, is an sign with on the first line [detector],
    [mossy] -- [mossy] and on the second/third/fourth line should be the itemID's
    [mossy] -- [mossy] seperated by comma's.
    The script sees these lines as 1 line, so you should think its 1 line of 45 letters.

    How the #block (and future similair options) work:
    When you enter item id's on the 2nd/3th/4th line, it'll take those 3 lines and make it 1.
    If you enter the #block, the script will ignore that and make the gate blocking stuff.
    Here an quick example of what i mean (first is input, second is what script reads):
    Code:
    What you write on sign --- What script reads for item ID's
    
    #block1,2,3,4,5,6,7     -   1,2,3,4,5,6,7
    1,2,3#block,4,5,6,7     -   1,2,3,4,5,6,7
    1,2,3,4,5,6,7#block     -   1,2,3,4,5,6,7
    

    @all - Makes the detector detect all blocks in mc
    @None - Makes the detector detect empty inventory's
    @hold - Makes the detector only detect your item in-hand
    @always - Makes the detector detect nothing, but instead always goes on whenever a player passes
    @limit - limits the blocks to these (you can't have any others then this)

    #block - blocks the entrace when activated
    #remove - removes the block from your inventory (Thinking about creating this to be OP-only)
    #pit - Creates a 3x3 pit for pitfall's
    #damage - Damages a player with 1 hearth
    #launch - Speeds up the player by 10x
    #kill - Kills the player
    #fire - Puts the player on fire
    #heal - Heals the player and puts out fire
    #repair - Repairs any tools which the gate detects
    #thunder - Makes thunder in the gate

    instead of using itemID's like in 1,2,3,4 (example), you can also use this:
    1-4 - Loads the ID 1-4
    kit:kitname - Loads the ID's provided in kitname.kit in the itemdetector directory

    To make the gate send a message, use the same method as kit, but use this instead:
    msg:filename - Sends a message provided in filename.message file in the itemdetector folder.





    itemdetector.create.block
    itemdetector.create.remove
    itemdetector.create.pit
    itemdetector.create.damage
    itemdetector.create.launch
    itemdetector.create.fire
    itemdetector.create.kill
    itemdetector.create.heal
    itemdetector.create.repair
    itemdetector.create.thunder


    Video of it in action + how-to


    Changelog:


    Version 1.2:
    • Fixed new blocks with the gates from 1.7 (pistons, shears etc) and 1.6 (trapdoors etc)
    • Tweaked pitfall to stay 0.5 seconds longer (laggy servers can be bitchy)
    Version 1.1:
    • Fixed blocks changing (wood slab -> stone slab, red wool -> white wool, etc)
    • Fixed msg:filename when the gate rotation was wrong
    • Fixed launch from acting wierd sometimes
    Version 1.0:
    • Fixed permission bugs
    • Added support for 1-10 as itemID on the sign
    • Added support for personal kits (kit:filename) (look at the #options spoiler)
    • Added support for messages being send (msg:filename) (look at the #options spoiler)
    • Added support for configurable messages (not neceserry, but being able to)
    • made #block & #launch support minecarts
    • Fixed the anticheat perfectly now (no ignore node though anymore)
    Version 0.91:
    • Fixed #remove@always
    Version 0.9:

    • Tweaked anticheat
    • changed #limit into @limit (doesn't affect existing signs)
    • added @hold to just check the item in the hand
    • added @None to check for an empty inventory
    • added @always to make the gate always go on whenever a player passes
    • added #thunder to strike a thunder in the gate (itemdetector.create.thunder)
    • fixed the destroying of gates
    Version 0.81:

    • Fixed permissions
    Version 0.8:

    • Added an anticheat function, so you can't throw items through the gate, open chests or place blocks trough it. (itemdetector.ignore.anticheat)
    • #repair (itemdetector.create.repair)
    • #heal (itemdetector.create.heal)
    • New permission nodes (so you can do itemdetector.create.* now
    Version 0.7:

    • Permissions support (if not found permissions, will default to OP's instead)
    • added #kill
    • added #fire
    Version 0.61:

    • Changed the #launch so it works.
    Version 0.6:


    • Added @all to indicate that you want to detect all blocks in minecraft
    • added #damage to give 1 hearth damage to the enterer
    • added a test version of #launch, to speed movenement by 10x for a short period (note this is glitchy atm, i'm working on a fix, but some people may like it now)
    Version 0.5:


    • Added #pit
    • Minecart support for any #option that isn't #block
    Version 0.42:


    • Fixed something really stupid of me (it didn't cancle the create if it failed)
    Version 0.41:


    • Fixed incompatiable #options
    • Sign given back now, if creating fails
    Version 0.4:


    • Added #limit + #remove, see post for description
    • Made support for armour contents
    Version 0.3:


    • Added #block to prevent players entering the gate
    • If a broken data file is found, it'll now try to fix as much as possible and load them.
    Version 0.2:


    • Fixed the redstone torch to stay for minimal 1 second.
    • Probably fixed a lot of similar bugs.
    Version 0.1:


    • Initial release

    This post has been edited 1 time. It was last edited by Streammz Jul 31, 2011.
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    televire

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    that is pretty cool, I might install it. :)
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    Streammz

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    Can someone please test this on a server with more then 1 people online, and with multiple gates?
    I haven't tested that and i expect a lot of bugs.
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    jonassm

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    Soxra

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    Very cool ! Thumbs up
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    MacVaultDweller

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    Very very cool. Nice job.

    Feature request: Would it be possible to make it so that the 2 torches and sign could be placed on the face of the gates 3 top blocks instead of on top.

    And

    Feature request: Could you make a gate that only permits entrance if the player has a certain object in hand.


    Keep up the great work!
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    Andre_9796

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    Tested with 10+ people and its working very well, anyways thanks for finishing my request. In case you have done, you could add another request from me:

    Something like [block] on third or fourth line will block the entrance if you have the item/s listed on the sign.
    skyo89 likes this.
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    Andre_9796

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    Streammz

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    iffa

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    I'm sure this is a bug. Connect the torch to redstone. The redstone will stay on after the redstone torch is changed to normal. Maybe replace the torches with off-redstone torches?
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    Andre_9796

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    Exactly this is mentioned at Known bugs.
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    iffa

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    Yeah, I noticed that, but I also posted a possible "fix".
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    Plague

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    Adamki11s

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    Cool :)

    Would you mind sharing the source code with me so I could learn from it?

    Thanks, Adam.
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    Streammz

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    @Plague I've changed it, If its still wrong, can you give me some precise details of what is wrong? (i just seem to fail all my plugin submissions becouse of something :$)
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    Plague

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    like this
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    Streammz

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    Okay, thanks
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    Justin Hawtree

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    Just as a suggestion, could you add a option like if a player has any of the items in their inventory they can not pass through the gate because that would be awesome ^^
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    lunaraitic

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    Amazing Adding this to my server now!
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    Streammz

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    @andre_9796 @Justin_Hawtree
    There is 1 problem, which side should be the entrace and which one the exit?
    I can make it so it looks to the sign rotation, and according to that blocks it (?)
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    Justin Hawtree

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    yeah that would work if you did it by the rotation of the sign like text (front of the sign) is the entrance and no text (back of the sign) is the exit.

    EDIT: ohh just thought of something, how about another option for both sides to block if you have a certain item ^^.

    EDIT:2: One more thing i know your really busy but what about a permissions node so you can bypass the detector if you have the node for like admins and such
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    Andre_9796

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    @Streammz , text - entrance, no text - exit, possible to add (very) soon?
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    Streammz

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    @andre_9796 Testing it now, should work with previous data files so you won't need to upgrade old ones.
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    Andre_9796

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    @Streammz , nice, so what would it be, [?] and on which line?
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    Streammz

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    @andre_9796 it is a #block anywhere on any line, it removes it from the list, so this is possible:
    Code:
    [detector]
    1,2,3,4
    #block
    
    [detector]
    1,2,3,4#block
    
    [detector]
    #block1,2,3,4
    
    etc
    HOWEVER its not done yet, maybe tomorrow, maybe today
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    Andre_9796

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    @Streammz , cool, thanks
    Edit: it removes what?
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    Jackzilla88

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    I think another cool feature would be making it so you can make it so only a certain block can do this, that way, when everyone sees, for example, a sponge door, they know it will be scanning them. But of course keep that optional :)
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    Nelien

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    Very cool plugin. I'm wondering though, what plugin are you using in the video to make the blocks below you disappear? I found ControllerBlock but it seems to be out of date and not working any more, do you know of a replacement for it?
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    Streammz

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    @Nelien Controllerblock works perfect for me on #733

    Version 0.3 out!
    Additions:
    - Added #block to prevent players entering the gate
    - If a broken data file is found, it'll now try to fix as much as possible and load them.

    Edit:
    0.4 roadmap:
    -#remove to remove the items detected
    -prevent items being thrown in from the entrace and took again on the other side

    got any suggestions? please post and maybe it'll be there in 0.4 ;)
    andre_9796 and Nelien like this.
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    Nelien

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    Good to hear, I'll give it a try then, thank you!

    Thanks for the 0.3 update too, but I don't understand what the #block feature does. Maybe a more fleshed out explanation? It prevents players entering the gate under what conditions? That they HAVE the items in the list, that they DON'T?

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