[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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    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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    Thamus_Knoward

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    This is awesome! I shall be customizing my lobbies as soon as i get home from work! :)
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    tommytony

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    @Thamus_Knoward and @shanko and @peng_bears and Everyone
    What's even cooler now with War v1.7.2-PREVIEW build 60+ is that you can use commands to set the warhub and lobby materials.

    1) Put the block you want in your hand
    2) Do "/warcfg warhubmaterial:<floor/outline/gate/light>" to change on of the four materials with what you are currently holding
    3) Do "/zonecfg lobbymaterial:<floor/outline/gate/light>" to do the same with a warzone's lobby

    When you create a new warzone, its lobby is initialized with the same materials as the warhub.

    If you have nothing but air in your hands and you try to set the "floor" or "outline" material, then this tells War to keep the original user-built floor (this is just awesome IMO).

    Even better (I'm not kidding!), the warhub and lobbies don't clear their entire region to air anymore. Only a minimal air path to the gates is cleared automatically. This means that is now your responsibility to clear the extra space required beforehand to make warhub and lobbies look nice, but that you can now build beautiful, protected, warhubs and lobbies with the materials of your choosing.

    Hurray! :D

    Please help me test it out by downloading the dev build #60 (or above) in question HERE.

    This post has been edited 2 times. It was last edited by tommytony Jun 18, 2012.
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    peng_bears

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    @Thamus_Knoward Doesn't that that cart stuff seem more like something to have as its own plugin... quite a bit more would have to be added to this plugin including separate checks that are not used atm

    This post has been edited 2 times. It was last edited by peng_bears Jun 18, 2012.
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    shanko

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    Nice updates tommy, although the server seems to be crashing very 10-15 minutes since trying the new dev builds, Ive reverted to build #52 for now to see if it resolves the issue
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    tommytony

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    Oh that sucks. :(

    My server's been doing fine but yours has a lot more players playing. Have you seen error messages? Memory shooting up? CPU (running top on my side reveals my CPU is running a bit hot, but it's always like that :p)? Thanks.

    Maybe there's a few synchronization blocks I added for the inventory bugs that I could let go to see if it helps. I'll try to get a newer build ready that has the newest features but less thread-safe end-of-games.

    This post has been edited 1 time. It was last edited by tommytony Jun 18, 2012.
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    shanko

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    Not exactly sure, it just spams my console with tons of lost connections... maybe we are being DDoS'd or something? Here is some of the log after the crash

    http://pastebin.com/GpXF6Cs3
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    Thamus_Knoward

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    I gave the commands a try and made a nice new lobby blending in rather smoothly with the theme of the area :) although i found it quite frustrating that all the lobbies that i had previously created now need clearing out (ive just created them underground before and now that needs to be cleared). On a side note, clearing would be easier if an OP could place/remove blocks within the lobby boundaries without having to move it altogether. but thats not too necessary. I am just lazy :D ;) I am very happy though with how setting the lobby properties work or even how the "air"-setting works beautifully with creating custom portals and gates..

    I had no problems with performance yet, but i am only running a private server with the littlest amount of players possible. so i wont have any performance issues at all i think.

    One thing though i just noticed: I've got two lobbies stacked direktly above each other which apparently confuses the teleporting: regardless wether I leave destined to the top or bottom one I always end up below the actual target lobby..

    @peng_bears
    well I wouldnt have a clue to be honest.. I just had the idea inspired by a good match of TF2 Payload :) well and since this is one of the best PvP plugin there is I thought why not have it all under one roof. I wouldnt know how much it would be of an effort to code something like that.. the benefit of having it with this plugin would clearly be the code that is already present as for the zones, permissions, warhub, scoring system ect..
    And well i dont know: If the cart could be treated like a flag then we would only need to block teams from being able to actually carry it around (much like with wool of the teams color). And somehow the placing of tracks should be restricted to a certain block type if thats easier than connecting it to a string of zones. well.. i can only guess, assume and suggest :) thats why I shared these Ideas because I wasnt sure if they were possible at all. cheers for reading my tome of a post though :)

    thamus

    This post has been edited 2 times. It was last edited by Thamus_Knoward Jun 18, 2012.
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    Thamus_Knoward

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    Hey another sweet thing would be to selectively enable certain items/ blocks that can be placed in an unbreakable zone. => ie. ladders, levers (i have this zone where only one class has the "keys" (levers) to the iron doors that are scattered about. but now players could also just hack through the wall next to the "locked" door..which is a shame)

    thats it from me for today, have a good one,
    cheers

    thamus
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    shanko

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    Havent had a crash since going back to build #50
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    tommytony

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    I got build #61 together for you. This one has the thread safety logic removed which could possibly help performance, but still has the newer lobby and warhub features.

    Maybe next time it crashes you can catch the exact moment it does in the console. Thanks!
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    shanko

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    Thanks tommy, ill give it a try. And I was there when it crashed one time and there was no specific error messages thrown, it just started spamming those lost connections messages
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    shanko

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    still crashing with that build, here is the exact moment it crashed
    http://pastebin.com/dFLKkCS5

    18.06 18:52:14 [Server] INFO Reached end of stream

    In specific I have never seen that before
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    tommytony

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    So strange. So sad. :(

    Not sure what to do to mitigate this. Sounds like you server just gives out like it was overwhelmed.
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    shanko

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    hmm me either, Ill investigate more and try to isolate it
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    shanko

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    BTW is there anyway we can disable the logging? I have a weird feeling that may be it

    Edit: Im trying the newest build again... so far so good

    This post has been edited 1 time. It was last edited by shanko Jun 19, 2012.
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    tommytony

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    As a complement to the new "/warcfg warhubmaterial:<floor/outline/gate/light>" and "/zonecfg lobbymaterial:<floor/outline/gate/light>" I added a new way to change the materials used for the flags, monuments, cakes, bombs and spawns.

    Just use "/zonecfg material:<main/stand/light>" while holding a block of your choosing. You'll need to download War v1.7.2-PREVIEW build #62. :D

    @shanko
    I also put together a little test build that doesn't use a custom log file: see build #63. I don't think it would change anything though. :)

    This post has been edited 1 time. It was last edited by tommytony Jun 19, 2012.
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    Darcion

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    after Build #63 some blocks are in my warhub lobby... this blocks has been there before i expand my zones, now this blocks cant be destroyed. if i delete it with WE they appear after some changes in war.

    i think its this Option

    but i cant change it...

    can you build in an option to clear a lobby complete? or build in a lobby-builder option like warzone-builder

    Second question


    this Options

    Code:
      war:
        config:
          buildinzonesonly: false
          disablebuildmessage: false
          disablepvpmessage: false
          keepoldzoneversions: true
          maxzones: 12
          pvpinzonesonly: false
          tntinzonesonly: false
    are these only in the same world as the warzones are? or are they global in all worlds? if they are for all worlds, can you put in a a option for worlds only?

    This post has been edited 5 times. It was last edited by Darcion Jun 19, 2012.
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    tommytony

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    The trick is 1) move you lobby to another location, 2) build the nice lobby, 3) bring back the lobby. :p A bit backwards, I know.

    The settings are for all worlds. I use permissions to make some of them act world-specific. For example, if I want players to be able to build outside warzones in only one world, I put "war.build" as a permission to players in that world only. Same with "war.pvp" to go around pvpinzonesonly:true.

    This post has been edited 1 time. It was last edited by tommytony Jun 20, 2012.
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    Darcion

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    ah ok, thats simple to give the permissions per world and set the option to true. But the lobbytrick isn't the end of your development, right?

    next question

    can you bring in a feature, for set the zonelobby on the position your standing?

    This post has been edited 1 time. It was last edited by Darcion Jun 19, 2012.
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    tommytony

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    Er, you can already use "/setzonelobby <warzone-name>" to detach the lobby from the warzones and set it down anywhere outside. Just face in the direction you want it to be and use the command.

    As for the lobby trick, I gotta think about how to make it easier to change existing lobbies.

    This post has been edited 1 time. It was last edited by tommytony Jun 19, 2012.
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    Darcion

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    hm something i dint saw in your changelogs... xD i thought it was only possible to N S E W

    Some other question about the zone lobby, is it possible that the lobby is in an other world?
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    tommytony

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    At some point lobbies in other worlds were broken but I fixed that some time ago.
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    tommytony

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    Head's up!

    In build #67, I added a new long-awaited and much-demanded setting: "/teamcfg playerloadoutasdefault:true". This lets players bring their inventories in the warzone as their default loadout. They get a full inventory back when they leave. Hurray!

    Just check out http://ci.tommytony.com/job/War/ for the latest dev builds of War v1.7.2-PREVIEW.

    This post has been edited 1 time. It was last edited by tommytony Jun 20, 2012.
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    Darcion

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    yeah nice!

    now we need separated start lobbies for each team.

    Example: Redteam lobby in north and Goldteam lobby in South (both Parties are in real War and they fight in this warzone)

    Is this possible?
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    Dotapurex1

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    How do i disable the command /warhub?
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    Darcion

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    this permission "war.warp" is for /warhub
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    tommytony

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    New update tonight again!

    See dev build #68+ for a new spawn protection system. Once you have exited the spawn, you lose invincibility and you can't re-enter the spawn anymore.
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    Dotapurex1

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    tommytony can you please fix the faction conflict with it? If ur in the same faction or if ur allied, you can't attack the person if they are in the opposite team! Thanks!
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    Dotapurex1

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    Thank you.
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    Darcion

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    as i used factions for a long time, i marked the warzones with factions war-chunks and i setup the war-options with friendly-fire on.

    maybe helpfull?

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