[MECH/FUN] War v1.7.4 - Minecraft PVP Arenas (TDM, CTF & more!) [1.4.7-R1.0]

Discussion in 'Plugin Releases' started by tommytony, Jan 8, 2011.

     
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    tommytony

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    [IMG]
    War - Minecraft PVP Arenas (TDM, CTF & more!)

    Version: v1.7.4 (Doolittle)

    War lets you create warzones, arenas that host team deathmatch games, capture-the-flag battles and more!

    Features:
    • As a player, you get a fast-paced PVP experience in SMP.
      • Join a battle by entering through the warzone lobby. There is one gate per team (team diamond, gold or iron): step in to join that team.
      • Your inventory is saved when you join a battle, and restored when you exit.
      • When you die inside a warzone, you get instantly teleported back to your spawn, and one life is taken from your team's life pool. When that pool runs out, the other teams score a point!
      • Steal the enemy team flag to score for your team.
      • Fight over monuments, control points that, when captured, restore health to your teammates.
      • Return the cake home to score a point for your team and refill your life pool.
      • Capture the bomb and run for your enemy's spawn to blow it up. Careful! If you get attacked at close range you'll blow up.
    • As a warzone maker, you have total control.
      • Take advantage of cool landscape features or existing player-build structures and incorporate them in new warzones.
      • Tons of options: friendly-fire, auto-assign, turn off PVP outside warzones, define respawn loadouts specific to each zone, turn players' heads into team-colored blocks instead of giving them team-colored helmets, and more!
    • All the blocks in a zone are reset at the end of every battle.
    • Players are prevented from entering or leaving a zone - except through the designated warzone lobby - by a magic glass wall.
    • A warhub can be created to link all your zones together.
    Download War v1.7.4 (Doolittle)
    Compatible with Craftbukkit 1.4.7-R1.0.
    (Make backups before this/any update!)
    Dev builds - Join the bug hunt.
    Source - Fork the code.
    Issues - Known bugs and planned features. Please read this.

    Find everything you need (release notes, instructions, forums, server list) at the official website: war.tommytony.com

    To try out the plugin's gameplay, check out the warzones we set up at
    The War Hub - tommytony's official War server @ warhub.tommytony.com
    (dynmap) (minestatus)
    Please fill the Warhub whitelist request form for access.

    How to install: Full instructions here

    How to donate: Thanks for your help

    How to play: List of player commands

    How to create warzones: List of zone maker commands

    Video tutorial:


    Showcase:
    Mentioum's Let's Play Minecraft


    M1sT3rM4n's fan video


    Spout UI features:
    Message feed, stats board, event notifications and team-colored player names.
    [IMG]

    Changelog: Complete changelog at the website
    • v1.7.4
      • Here's a small patch that I should have released back in January.
      • This update fixes problems that appeared with the BlockFace API changes that came with Craftbukkit RB 1.4.5-R1.0.
      • Keep an eye on the dev builds at http://ci.tommytony.com for some long overdue additions that should be coming soon.
      • This release is compatible with Craftbukkit 1.4.7-R1.0 and previous versions.
      • Download War v1.7.4
    • v1.7.3
      • Here's an update that I've been sitting on since September. Real life took over and I'm sorry I've been unable to push the development of War further in the past few months. This is a minor update which adds:
        • Support for block IDs from 128 to 255
        • Slightly smoother spawn re-entry protection
        • Delaying the Warhub's initialization to make sure it initializes properly at startup.
      • This release is compatible with Craftbukkit from 1.2.5-R4 to 1.4.5-R0.2.
      • Note that War v1.7.3 is NOT compatible with Craftbukkit 1.4.5-R0.3 due to breaking changes in the API which I still need to address.
      • Download War v1.7.3
    • v1.7.2
      • Over the past three months, War has more than doubled in popularity - War v1.7.1 was downloaded over 30,000 times. I need thank everyone for trying out the plugin and all the contributors that helped us get here. Thank you so much!
      • Now I'll be the first to admit that War has some quirks, so for this release I focused on fixing bugs and tweaking existing game mechanics. Still, I needed to keep this fun so I sneaked in a few features that were highly requested and some that I'd wanted to put in there for way too long.
      • Over the past week I finally went to work (sorry for the delays!) and got this rather sizable "stability & small improvements" release together for you:
      • New/Adjusted Features
        • Inventory reset and end-of-game code reworked and toughened up to make sure people get their inventories back after a game of War (so sorry for the problems! - see Bug fixes below)
        • Players can now bring a copy of their inventories inside the warzone
          • One of the most often requested features over the past few months
          • Use "/zonecfg playerloadoutasdefault:true". The player's own inventory as he entered the warzone becomes his default loadout every time he respawns.
          • Alternate loadouts can still be used. The player gets his full inventory back when he exits the match.
        • TDM and CTF stalemates caused by spawn protection cannot happen anymore
          • Can't re-enter spawn! Players cannot get back into their own spawn after exiting (unless for legitimate flag and cake captures).
          • Players that are still the spawn are still invincible, in order to let them select then loadout in peace.
          • You can still enter the enemy's span in order to bump off and punish afk people, though.
        • Warhub, lobby don't wipe their entire volume to air anymore
          • In warhub and lobbies, only the minimal block path required to let players teleport and to let them navigate between gates is cleared.
          • Similarly, gameplay structures (monument, flag, cake, bomb, spawn) now only clear a 2-block high space of air (instead of a needlessly large volume).
        • Customizable warhub and lobby materials
          • Hold the block of your choosing in your hand then use
            • /warcfg warhubmaterial:<floor/outline/gate/light> or
            • /zonecfg lobbymaterial:<floor/outline/gate/light>
          • If you are holding nothing (i.e. air) and you use these commands with the "floor" or the "outline" parameter, it tells War to use the original floor instead of overwriting it.
          • Lobbies of new warzones take their materials from the warhub's settings
        • PRO TIP: The brand new (slightly backwards) way to build a pretty warhub or warzone lobby is here!
          • First, build a nice area with a nice floor, colums or other details.
          • THEN, use /setwarhub or /setzonelobby to place your structure.
          • Switch out the materials with "/warcfg warhubmaterial:<floor/outline/gate/light>" or "/zonecfg lobbymaterial:<floor/outline/gate/light>".
          • Hold nothing while using the warhubmaterial:<floor/outline> or lobbymaterial:<floor/outline> command in order to keep your original floor.
          • VoilĂ ! You have a pretty warhub or lobby!
          • If your lobby or warhub is already placed, I suggest moving it away, making a nice build, then placing it back in its original position once you are done. Akward for now, but it works! :)
        • Customizable monument, flag stand, cake and bomb materials
          • Hold the block you want in your hand then use "/zonecfg material:<main/stand/light>".
          • Simplified the cake and bomb structures to make customization easier.
        • Less brutal minplayers/minteams check
          • When a player leaves the warzone and makes the warzone population go under minplayers in minteams, you don't get warped back to spawn right at that moment anymore.
          • Once you respawn, you will be locked inside the spawn until there's at least minplayers in minteams.
        • Automatic warzone backups during /savezone, /deletezone and /renamezone
          • If you have the setting "/warcfg keepoldzoneversions:true", then /savezone makes a copy of the old save to the folder /plugins/War/temp/oldversions/ with a timestamp and a version number (i.e. previous number of old versions + 1).
          • Deleted warzones are not truly deleted anymore, they just get moved to the folder /plugins/War/temp/deleted/.
          • When you use /renamezone, a copy of the warzone with its old name is made to /plugins/War/temp/renamed/.
          • WARNING: The new automatic backup can lead to high disk space usage.
            • Turn off the oldversion setting with "/warcfg keepoldzoneversions:false" if you prefer to minimize disk space usage.
            • Make sure to permanently delete unneeded files in the /deleted/, /renamed/ and /oldversion/ folder once in a while.
        • Dedicated War log file now at /plugins/War/temp/war.log
          • Added more and better logging of player commands
          • Makes it finally much easier to track down who did what with War config changes
        • Everyone can now see the game rules
          • All can use "/warcfg print" (or "/warcfg -p").
          • Same with "/zonecfg print" and "/teamcfg print".
        • Better message formatting
          • Messages from War don't get their words cut in half anymore, making everything much easier to read.
          • Help for /warcfg, /zonecfg, /teamcfg and other commands has more colors and is slightly better structured.
      • Bug Fixes
        • FINALLY, nailed down the inventory reset bug which caused many people to get their inventories wiped or to get replaced by the warzone loadout as they exited.
          • I'm so very sorry for all the drama that must have ensued on all your servers. :( The problem is truly gone now.
          • I used this opportunity to make the end-of-game code more solid to ensure all inventories get reset and the warzone is properly re-initialized.
        • Renaming a warzone with /renamezone now works fine and doesn't completely corrupt the warzone anymore. A backup is taken of the old warzone with its old name in the /plugins/War/temp/ folder.
        • Exiting the warzone accidentally now makes you drop your flag, cake or bomb. This used to be annoying because it let you auto-cap by sneaking out of the zone.
        • Better compatibility with some other plugins by cranking up the priority of War's death and damage event handlers to the highest level
          • Factions: Players from the same faction can now fight each other.
          • mcMMO, MagicSpeels: Players who killed themselved or got one-shot-killed by projectiles now get their loadouts back when they respawn.
          • Heroes: Cleaned up the behavior of War when "/zonecfg realdeaths:true".
        • Support for unsafe/illegal enchantments like those possible with other plugins like Time the Enchanter (loadouts and chests).
        • Tested with Craftbukkit 1.2.5-R4.
        • I'll be updating the War manual at http://war.tommytony.com/instructions/ momentarily to reflect the new changes. Thanks so much to all contributors and players and to those who tried out the dev builds at http://ci.tommytony.com/job/War/, and thanks in particular to @shanko and @cmastudios for their big help!
        • Download War v1.7.2 NOW - Join the Fight!
    • v1.7.1
      • New: Compatibility with Craftbukkit 1.1-R6, 1.2.3, 1.2.4 and 1.2.5
      • New: Warzone config setting resetonconfigchanged is now available and false by default. This means /zonecfg and /teamcfg DON'T reset the warzone blocks anymore by default.
      • New: Bomb carrier doesn't cause explosion if warzone has setting unbreakable:true
      • Bugfix: Potion effects are properly cleared.
      • Bugfix: Blockhead restoration shouldn't cause errors anymore.
      • Bugfix: Attempt at stopping duplicate end-of-game and inventory reset problem. Please report back if your inventories don't reset at match end.
      • Download War v1.7.1
    • v1.7 - Doolittle
      • Team specific settings and config inheritance:
        • There are now three levels of configuration (as opposed to two):
          • War/global (try /warcfp -p)
          • Warzone-specific (/zonecfp -p)
          • New: Team-specific (/teamcfg -p)
        • Defaults are defined at the War level globally, but you can override them with /zonecfg and /teamcfg. For example, use "/teamcfg blue lifepool:100 respawntimer:5" to change only that team's settings.
        • To restore config inheritance use, for example, "/teamcfg blue delete:lifepool". If a warzone-level lifepool setting exists, its value takes over. If not, the War-level default is applied.
      • Brand new gameplay structures! The Cake and the Bomb.
        • The Cake
          • Set down with "/setcake <cake-name>", delete with "/deletecake <name>".
          • Bring it back to your spawn for a point and a lifepool refill for your team.
        • The Bomb
          • Place with "/setbomb <bomb-name>", delete with "/deletebomb <name>".
          • Rush for the enemy spawn to blow it up.
          • Don't get attacked at close range while carrying a bomb or you'll blow up.
      • Spout integration
        • Warzone stats are displayed at top left
        • Dedicated War message feed (for less War chat spam - win!)
        • Notifications for warzone events using the achievements widgets (looks awesome)
      • New realdeaths and deathmessages configs that let you disable fast respawns (for better plugin cross-compatibility) and turn off kill/death messages.
      • A respawntimer:<seconds> setting to let you keep players stuck in spawn after respawning.
      • A new, more friendly Yaml config file format (conversion is done at startup), finally.
      • Experience is stored along with the rest of the player's state at warzone entry (and restored at exit).
      • Bomb carriers emit a smoke trail. Similarly, flag and cake thieves can be more easily tracked down because they leave a trail of team-colored potion effects.
      • Download War v1.7 (Doolittle) - compatible with Craftbukkit 1.1-R3.

    This post has been edited 54 times. It was last edited by tommytony Mar 13, 2013.
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    shanko

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    I know this bugs known but I've pinpointed the cause

    Players not reloaidng their inventories after a warzone bug:
    If a player dies just as the map is ending, it counts that death as the last death again, giving the other team 2 more points

    The first player dieign ends the warzone, players get sent to rallypoints, second point seems to give them new items thinking the warzone is gonna go again but it doesnt
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    MinecraftDaemon

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    if u have worldgaurd and essentials they both use god use /ungod to turn of worldguard god and god to disable essentials god hope i helped
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    shanko

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    Issue:
    pistons can move the flag from its position, making it impossible to get it
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    ell3ment

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    I am an admin with bashcraft.com and I just wanted to start out by thanking you for creating this plugin, it's amazing, and allows me to bring so much joy to people. I have recreated several WoW, Halo, and CoD maps that are fueled by the wonderful mechanics this plugin offers. This all being said I still think a few changes/addition could bring it to a whole new level of gameplay that i can offer.

    1: Territories/King of the hill - Bascially controlling monuments(but something else to show difference) that gives points per time controlled
    2: Flag drop locations - Whether it be a sign with the teams color, or actually placing the flag block on the ground. It makes sense to me that it would require your either team to break that sign or block to return or take the flag to return.
    3: Health changes - Either by adding health or reducing damage it would increase battle time.
    4:Longer respawns - Instant spawn is to fast in most cases for capture the flag, i'm not sure it's possible but a delay would be nice.
    5: Commands directed towards players that join - This is mainly to ungod or unvanish admins or mods that join to keep games fair, not really required but it would be nice

    Thanks for taking the time to read this, and again i love all that you have given us so far.

    This post has been edited 1 time. It was last edited by ell3ment Dec 1, 2011.
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    Superyoshi

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    grinning did this in his fork of War: https://github.com/grinning/war
    He has also submitted a Pull Request to the main branch, so it should be made official soon.
    I am right now coding this in my fork of War: https://github.com/Superyoshi/war
    It's not done yet though (right now the timer is fixed at 10 seconds and you can still attack), I will submit this to tommytony as soon I finished it, along with some other stuff, for example a "flagmustbehome" setting allowing you to capture flags while your flag is stolen if set to false, and a serverwide setting "disablebuildmessage" which works like "disablepvpmessage", but for building, obviously. I am also trying to get the piston exploit mentioned by @shanko fixed, but the Piston Events aren't firing... I really need to get back into Bukkit coding... : p

    EDIT: Here's a video of a sample warzone using "flagmustbehome:false" - a Parkour map! http://www.youtube.com/watch?v=1X5JDi82hdw

    This post has been edited 1 time. It was last edited by Superyoshi Dec 3, 2011.
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    dwi

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    Hello, i want to make this war map, but I bumped into some problems.

    1) I want to recieve money for killing players. Unfortunetly deaths in Warzone are acting weird (player actually don't die) so ecoCreatures wouldn't give me reward money, for PVP kill.
    2) I have noDrops=false and still players are not dropping their stuff, when they die
    3) Players are not losing XP upon their "death" (I have some spawners around and boosted exp drop rate, so players can use strategically placed enchanting tables)

    -- Any ideas, how to solve this? I have this big spaceship with two spawn points for two different teams, iConomy shops around the ship with better items than starting gear and potions. Players should collect money for killing enemies and xp for better enchants, but this doesn't work right now.
    Does someone have tip for other plugins, that could help me with this kind of battleground? I don't need "resetting zone back" feature after match, but I would like to see possibility to split into teams (with lobby for example), count somehow score and possibly disable friendly fire.
    I really like War plugin, but this one thing about different death behavior is really not ideal for my needs.
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    Superyoshi

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    noDrops means you cannot drop your stuff using Q.

    War is still not updated to use the 1.0 player and item info (this is also why Enchantments vanish when entering and leaving a Warzone rarely).

    The first thing will most likely not be possible as War overrides death so you instantly respawn without losing items and XP. The plugin creator would have to intercept it so he even notices you died.

    In other news, I just finished Spout integration in my fork of War:
    [IMG]
    I will submit a Pull Request, including the following changes (copied directly from my commit messages because I'm lazy), to the main fork after I finished one more thing:
    - Fixed an exploit where it would be possible to move the flag with pistons, rendering it unstealable. You cannot move any important blocks with pistons now, and can't push them into protected zones. Reported here: http://forums.bukkit.org/threads/me...inecraft-tdm-ctf-1337.250/page-67#post-831054 Special thanks to TerXIII!
    - Changed all calls of the deprecated getRelative() to getRelative()
    - Fixed a bug where you would be kicked out of the zone if you walk into the glass walls above a team gate on a block layer equal with the roof of the gate
    - [gh-282] Added a "Respawn" timer, players cannot leave spawn while it is active. Loadout will be given to the player at the end of the timer as a visual cue.
    - Fixed a mistake where changing "pvpinzonesonly" would display "flagpointsonly changed to..." (and the respective value)
    - [gh-304] Added a setting for the plugin to not show the "No Building" message ("disablebuildmessage", like "disablepvpmessage", defaults to false). Untested.
    - Added a setting for warzones to allow flag capture when the flag is not home ("flagmustbehome", defaults to true)
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    shanko

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    OMG!! That looks sick! :D
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    shanko

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    I hope you added class selection with spout too :D
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    tommytony

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    Hello everyone! Sorry for taking so long to answer.

    First, to reassure everyone: I'm not dead. I've simply been busy with work, life and the usual drama on my server.

    Now that the Minecon/1.0.0 mayhem has died down a bit, I'm back to answer your questions and spend some time on updating War properly for MC 1.0.0.

    War does currently work reasonably well with 1.0.0 Craftbukkit builds, but it's not perfect.

    My objectives are to:

    1) Release War v1.6.1 as soon as possible (before the holidays) which will include:
    • A new permission node: war.zonemaker. It enables a new dynamic where zonemakers cannot edit other zonemakers' zones. Only War admins (i.e. people with the war.* node, formerly called zonemakers) will now have rights over all zones. This update should work seamlessly: your old permissions will still work as they did - only now you have the opportunity to limit zonemakers' powers.
    • A new maxzones setting, letting you put a cap on the number of warzones allowed on your server.
    • A bunch of old bug fixes and hopefully solutions to most glitches with that arrived with 1.0.0.
    • See tickets for v1.6.1 progress HERE.
    2) Work on overhauling War and adding long awaited features over the holidays.
    • Investigate switching to NBT/schematics/WorldEdit file format for warzones, to allow for easier sharing and proper entity saving. This would necessitate major rework, however.
    • Change the flat text config system to YML, using the opportunity to reduce the huge amount of actual config-related boilerplate code. Adding iConomy integration and team settings make this a necessity.
    • Adding iConomy support, with the following caveat.
    • Investigate adding a War-admin webapp. There's too many settings already to be able to manage them properly all through the chat/command line. Adding iConomy settings will just make things worse. A web admin interface would do wonders for setting discoverability and usability. A web app would probably come in real handy once stats tracking will be added.
    • Add new game modes: at minimum, a domination mode that would add the opportunity to score points through the monuments.
    • Add optional Spout integration.
    • Try out interesting feature suggestions (warzone-enabled permissions, for example).
    • Consider different ways of making War more easily extensible because future modules (web app, stats tracking, iConomy integration, tournament management, etc) are likely to be pretty orthogonal to the "core" features.
    • Stats tracking - will necessitate some additional complexity (MySQL support, most probably).
    • Huge warhubs full of warzone gates suck for helping players find each other and get a quick game started together. I need to think up a way to make play more "supervised", perhaps with a quickgame command (join the most active warzone automatically) or a tournament mode (with maybe a map rotation, stats across maps, etc).
    • If I have to break backward-compatibility, I might hop directly from v1.6.1 to v2.0 to emphasize the break.
    • See tickets for v1.7/v2.0 progress HERE.
    On top of this I should definitely produce some better documentation and clean up the BukkitDev site. Anyway, my plate is pretty full. :)

    Sorry again that the updates are taking so long. It's for the greater good! ... greater good!

    Now for some answers to your questions:

    @ledhead900
    For now, there's only a minimum number of players. I'll figure out the match start timer situation a bit later.

    As for being unable to build in zones, check /zonecfg -p for the unbreakable setting.

    @shanko
    Intercepting all chat during a game might be tricky. However, I've planned to add a way to make /team toggleable for always-on team chat.

    Proper stats tracking/ranking is definitely on the plan. I'll get there eventually. :)

    I thought the the point scored by flag capture would be enough to prevent death-fests during CTF games. :/ One flag capture = one emptied lifepool, which is a lot after all.

    I'll have to see what I can do about mcmmo integration. Mabye at least zone-specific permissions could let you disable mcmmo skills in warzones?

    Thanks for the bug report about broken potions. I'll definitely look into before releasing v1.6.1. I've seen enchanted items in loadouts on my server though, so those must be working.

    I'll also look into that weird improper inventory reset situation.

    Thank SuperYoshi for helping with the piston-flag problem.

    @add1ct3dd
    Thanks for the head's up. I'll look into the breakable grass.

    @Minor_Miner
    Glad you got it working with PEX.

    @solidsnake916
    I'll look into whether full-height zones cause more corrupt chunk problems. Honestly, I've mostly been making cuboid zones lately myself.

    @HexedGoth @ollyjohnston
    War v1.6 still works relatively well with newer Craftbukkit builds.

    @Guarana_SUI
    I see your point about permission-based loadout. Added to the stack. Thanks for the suggestion!

    @beleg
    Like @shanko said, the closest thing we have for a maplist is the /warcfg rallypoint:<warzone-name> command. At the end of a game all players get teleported to the place where you are standing while typing the command out. I suggest making the rallypoint for one warzone the lobby of the next warzone, which you seem to have done. Kinda hacky, I'll admit. :p

    @rgboomer
    Did you manage to fix the issue? Please, what OS and Craftbukkit version were you running?

    @enigma9792 @Guarana_SUI
    Put armor on while using the /zonecfg loadout:default command. Armor will be added to the inventory of players when they respawn.

    @mario00037
    Thanks for bringing this explosion-related error to my attention mario. I think I've fixed the issue in my dev build.

    @blasthart @GladalaxeN
    It's just that you need to make the warzone at least 10 block in height as well as in the other two directions.

    @xsolar66
    Love that zone-enabled permissions idea. Thanks!

    @RayKatz @shanko
    Hehe I thought the shift-to-switch mechanic was clever. Doesn't it remember your class choice from one respawn to the next? I should test for this. @Guarana_SUI also suggested permissions-based loadouts, so I'll look into it. :)

    @GoTheRedSox @shanko
    Still alive. :) The FINAL on v1.6 was just because there had been so many PREVIEW releases before that.

    @F4BSE @beleg
    There's still no iConomy integration unfortunately. However, you can give items as rewards at the end of a game with /zonecfg reward:default (just fill your own inventory with the desired reward beforehand). Once I get around to it, economy integration should be pretty customizable (per-kill or per-capture rewards, etc).

    @cmdman
    Seems that @Minor_Miner reported PEX working with War. Let us know please!

    @Teku13
    Sorry. :( What Craftbukkit build are you running? Do you see anything in the server console?

    @grinning
    Thanks for your contribution! I still have to investigate it properly but I may have to ask you to resubmit a pull request. :)

    @M1sT3rM4n
    Hia mister! Not dead yet! How's the Consulting Firm thing working out for ya? :)

    @Beldarak
    To reimport warzones, if you kept all the warzone files, just put them in /plugins/war. Then, before loading the server, make sure that your warzone's name is on the warzones= line in the war.txt config file.

    @MinecraftDaemon
    If you can, please let us know how you fixed your broken pvp inside warzones issue. @zaklampje and I would like to know. Thanks!

    @silentdojo
    Thanks for the bug report! I think I've gotten a handle on that NPE.

    @Fail_or_Fail
    Sorry, the server went down while I was in Vegas. Hope y'all will forgive me. :)

    @moomoohk
    Thanks! I thought I fixed self-shots in the past. Perhaps that bug crept back in. Thanks!

    @ell3ment
    Thanks for the great words and the great suggestions. @grinning and @Superyoshi have already been helping make dropped flags and longer respawn possible. I'll keep your post in mind with future updates.

    @Superyoshi
    Thanks a lot for all your work. I look forward to integrating (and testing) it!

    The Spout stuff looks exciting! It'll get me to finally try Spout out at least. :)

    @dwi
    Yes, unfortunatly War has to intercept (and cancel) regular deaths to work properly. So, this means no XP loss or other plugins detecting deaths. :(

    There's no setting currently to allow players to drop their items (it used to cause too much item spam TBH). I may add it back in though, in the future.

    I'll keep your suggestions in mind, and please check my comments above for hints about future iConomy integration.


    As always, thanks a lot for your patience everyone!

    This post has been edited 1 time. It was last edited by tommytony Dec 7, 2011.
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    shanko

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    Omg you have no idea how excited I was to see you post! I am so glad this isn't dead :D my server is dedicated to this plugin and is very popular! If you ever want to see your plugin used to (what I feel) its full potential come check it out! :D
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    MinecraftDaemon

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    @tommytony I hope I get in credits for this but the reson mine was broken was because i had world gaurd and essentials running and they both had their own god mode and they had 2 different commands for turning it off WGs was /ungod and essentials was /god until it said disabled so thats how i fixed mine tanks!
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    dwi

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    @tommytony Thanks for reply, so I guess there is no easy way for you to make death style (regular/modified) optional? Anyways I love your work with this plugin!
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    Beldarak

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    Wohw ! Very exciting incoming features. Once again you made my day ;)
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    metzrock

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    How do you resize a previously made warzone?
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    tommytony

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    @shanko
    Thanks a lot. Is your server public? If not, please PM the IP and I'll check it out. :)

    @MinecraftDaemon
    Thanks for the explanation!

    @dwi
    It could probably be made configurable but would cause considerable headaches. I always felt that instant-respawn was a must have for fast-paced TDM. I'll keep your concern in mind, though. Perhaps in the future I'll be able to accomodate it.

    Also, preventing XP loss has its upside: War becomes this sort of mini-game/distraction on your server which doesn't have an impact on your other survival-related activities. Of course, it can be argued that this is a downside for fully-integrated servers that want to make War an integral part of their social ladder.

    @Beldarak
    Thanks. Please keep in mind that many of those planned may not see the light of day depending the effort I estimate is involved and on my schedule constraints. However, I felt it was important to communicate my mid/long-term vision for the plugin to reassure everyone that I still give a damn. :)

    @metzrock
    Resizing an existing warzone can be a little bit tricky if you don't remember where you placed Corner-1 and Corner-2 originally when creating the zone.

    If you do remember the location of the corners, use /setzone <zonename> and you'll get a wand that lets you edit your zone corners. Left-click to move Corner-1 and right-click to move Corner-2.

    To find out the location of your corners, you can always open up the data file /plugins/war/dat/warzone-zonename/warzone-zonename.corners.

    If you don't want to bother remembering the corner locations, there's an alternative. You can also stretch or shrink the existing warzone using the old classic commands /setzone <zonename> northwest and /setzone <zonename> southeast. Basically, before using /setzone <zonename> northwest, place yourself outside the zone to its northeast to make it larger or place yourself inside the zone to make it smaller. Using the classic commands will not affect the height of the warzone.

    Let me know if you'd like more clarifications.

    This post has been edited 2 times. It was last edited by tommytony Dec 7, 2011.
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    shanko

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    heres the IP:
    66.85.168.170:25600

    :D

    its usually 48/48 on weekends

    This post has been edited 1 time. It was last edited by shanko Dec 7, 2011.
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    Minor_Miner

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    @cmdman Yes, it does. Just be sure to add the nodes to permissions.yml in the permissionsEX folder, not anywhere else.
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    grinning

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    Ok, Superyoshi, I was doing some spout stuff too. Never could get the widget part right in my experimenting that I did. I was imaging a gui that could also list all zones on server on a button click then you could join one of those servers with a mouse click of some sort. Also I little zone scoreboard if the player is in a zone, I'll fork what you have right now and get working though.
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    tommytony

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    @grinning
    Just try to finish and thoroughly test one small thing at a time. :)
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    grinning

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    I shall look over my 3AM code for this first time since I made it. Bad things will happen! I will probably do something terrible in the act of reading this, that may be shunning the .NET framework :p Wait... Thats a good thing!

    This post has been edited 2 times. It was last edited by grinning Dec 8, 2011.
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    GoTheRedSox

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    grinning

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    Proof Oracle has no idea what they are doing! They need to follow your advice :p
    It really only works to their advantage for Arrays and List other than that calling the get() method to your stack would totally screw up your java program:p

    http://imgur.com/a/sXYbu#0

    This post has been edited 1 time. It was last edited by grinning Dec 8, 2011.
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    moomoohk

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    you're welcome! it's just a tiny thing, this plug is still friggin kickass overall.
    request: i've been trying to make the warhub/lobbies a bit more "homey". i mean right now they're just cubes of 10x10x10 (or something like that) where no block can be placed but what if i wanna make a cave around it? i'd have to make the ceiling of the cave pretty high because of the height of the hub/lobby. and also what if i wanted to put decorations/rules/other random stuff in the hub/lobbies? so i've managed to build inside the restricted areas by dropping in sand from one level higher than the "ceiling" and using worldedit to replace to cobble but when i reload bukkit the plugin resets and all my blocks get removed...
    basically what i'm getting at: are you planning on adding a "build in hub/lobbies" feature? i'm sure many (including myself) could use it to pimp out our hub/lobbies

    oh and also: could you maybe change the default loadout's name to "Default" (capital D). it just looks "cleaner" if you know what i mean

    thanks!

    This post has been edited 1 time. It was last edited by moomoohk Dec 11, 2011.
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    mario00037

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    How do I remove my warhub?
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    Kc0rb90

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    Im running this on my 1.0.0 minecraft server, build 1500 and this is the error I get when trying to set the last corner of a zone. Any help? My server depends on this plugin
    Code:
    10:42:40 PM [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'setzone' in plugin War v1.6 (de Gaulle) FINAL
        at org.bukkit.command.PluginCommand.execute(PluginCommand.java:42)
        at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:165)
        at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:378)
        at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:756)
        at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:721)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:714)
        at org.getspout.spout.SpoutNetServerHandler.a(SpoutNetServerHandler.java:180)
        at net.minecraft.server.Packet3Chat.a(Packet3Chat.java:33)
        at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
        at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:92)
        at org.getspout.spout.SpoutNetServerHandler.a(SpoutNetServerHandler.java:550)
        at net.minecraft.server.NetworkListenThread.a(SourceFile:108)
        at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:527)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:457)
    Caused by: java.lang.NullPointerException
        at com.tommytony.war.mappers.WarMapper.save(WarMapper.java:277)
        at com.tommytony.war.ZoneSetter.saveIfReady(ZoneSetter.java:195)
        at com.tommytony.war.ZoneSetter.placeCorner2(ZoneSetter.java:154)
        at com.tommytony.war.ZoneSetter.placeCorner2(ZoneSetter.java:135)
        at bukkit.tommytony.war.command.SetZoneCommand.handle(SetZoneCommand.java:45)
        at bukkit.tommytony.war.WarCommandHandler.handle(WarCommandHandler.java:120)
        at bukkit.tommytony.war.War.onCommand(War.java:228)
        at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40)
    

    This post has been edited 1 time. It was last edited by Kc0rb90 Dec 12, 2011.
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    joshhunt2011

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    I see that your spout build is up! I downloaded it and it doesn't seem to be working. I have the latest dev spout and latest dev craftbukkit (as of today 12/12). Any tips or pointers. I'm brand new to Spout. Your screenshot ^ got me interested actually haha
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    RayKatz

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    caliber mengsk

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    Just want to say amazing mod! My server has built a massive arena (somewhere around 150x75, with multiple floors to it), and while it's not quite public yet, as the primary server needs to be able to run buildcraft, I do have a test server running.

    You can check out the test server at cmte.us:25566. It's running on the 1.0.1-R1 build, and I haven't found any major, massive bugs yet. You can find the arena at -15x, -900z and the warhub at -100x, -800z, if you were wanting to test it on a full blown server. (you can also view a google map like system {dynmap} by going to http://cmte.us:8123 and see a bit of it there)

    Goal is to have a fun little arena with 10-20 people (or more if the server can handle it) in CTF/TDM games. This arena was only intended for two teams. If we get a crap ton of people on it, we'll make arenas for more teams.

    OH! THERE WAS A BUG!!! I don't know if it can be duplicated or not, but there was a bug where if the bow was first, and arrow second, for one, it only gave the one arrow in your inventory, and for two, if you right clicked with either the bow or the arrow, they were instantly removed from the inventory. I think that it was fixed when we added a default loadout though.

    Anyway, keep up the amazing work! It's an awesome mod, and I can't wait to get it up and running on my main server with buildcraft and everything working all at the same time. (While this is uber cool and all as a mod, I like buildcraft too much XD)
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    shanko

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    Oooo where can I download?

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