Inactive [TP] Wormhole X-Treme - Multi-World Capable Stargates v0.854 [766]

Discussion in 'Inactive/Unsupported Plugins' started by Ben Echols, Jan 24, 2011.

  1. Offline

    Lologarithm

    This is now inactive - http://forums.bukkit.org/threads/tp-wormhole-x-treme-multi-world-capable-stargates-v1-011-953.23973/ is where you can find the currently active developed version.




    Release v0.854 contains the fix to stop the IndexOutOfBoundsException that happens when 3d shapes have no light blocks. Also contains the fix for 2d gate iris levers (they get added properly again). The Wormhole X-Treme Worlds support is for a version of WXW that is still under development, expect things to break badly if you enable it without the proper version of WXW (0.5, which is not released as of yet).

    If this is your first time downloading this please download the zip, it contains the database software we depend upon.
    You are also encouraged to read the changelog and readme. Especially the readme.
    Basic instruction for use and configuration can be found below.

    Major Features:
    • Player teleportation!
    • Multi-world support
    • Permissions integration (As well as some basic built-in permissions)
    • Custom 3d & 2d gate shapes
    • Iris password protection
    • Minecart teleportation
    • Help plugin integration
    About Wormhole Xtreme:

    Get the Source
    Donate to my coffee fund (It helps me code faster!)

    When I first heard about bukkit I knew I wanted to write a plugin. As I always wanted a way to teleport around I thought it would be fun to write a mod that could do this. I thought writing one like the Stargates from Stargate would be cool.

    So I decided I would make my own portal plugin as my first try at bukkit (and really first mod for Minecraft so far).

    So here is my release of Wormhole X-Treme!

    video (open)

    Samkio made a usage video here, it is a touch out of date but the general idea still works:


    Changelog with important entries in bold (open)

    Changes 0.854
    • Updated chunk (un)loading to happen when gate (de)activates and when dial lever state changes happen.
    • Fixed iris levers not being added properly with 2d gates. (Oops, guess that code WAS needed)
    • Fixed IndexOutOfBoundsException on 3d gate shapes without lighting blocks.
    • Hamfisted fix for signs not updating. Now we nuke the sign and build it from scratch every time a gate sign is toggled. Causes a flash, but... who cares. It works EVERY time now.
    Changes 0.853:
    • Fix for /dial gates breaking when a user who doesn't have dialer permission hit the lever.
    • Switched to getTypeId() from getType(), hopefully this works around the getType() == Air bug that might be lingering.
    Changes 0.852:
    • Added support for upcoming Permissions 3.0.x release.
    • Fixed a NPE in 2d shape code dealing with light block positions.
    • Added soft dependencies to plugin.yml.
    • Minor log format changes for readability.
    Changes 0.851:
    • Complete revamp of how we handle permissions checks. Lots more case statements, lots less if/else if. Much better. This is what enums are for.
    • Added new gate use cooldowns. This feature will only work on complex permissions enabled servers. There are three groups you can assign a player to; 'wormhole.cooldown.groupone', 'wormhole.cooldown.grouptwo', and 'wormhole.cooldown.groupthree'. If you have an '*' on any user/group, remember to '-wormhole.cooldown.groupone' etc. There is a new command to enable, disable, and modify cooldowns; 'wormhole cooldown [true|false|group] <time>', valid groups being 'one', 'two', and 'three', valid time being between 15 and 3600 seconds. There are also Settings.txt options for all of these new settings. Cooldowns are set when a player enters a stargate, not when they /dial. Cooldowns are removed via timer events, and even if the timer event fails, we do a fall back calculation when a player enters a stargate, and gets denied access.
    • Added new gate build count restrictions. This feature will only work on complex permissions enabled servers. There are three groups you can assign a player to; 'wormhole.build.groupone', 'wormhole.build.grouptwo', and 'wormhole.build.groupthree'. If you have an '*' on any user/group, remember to '-wormhole.build.groupone' etc. There is a new command to enable, disable, and modify build count restrictions; 'wormhole restrict [true|false|group] <count>', valid groups being 'one', 'two', and 'three', valid count being between 1 and 200. There are also Settings.txt options for all of these new settings.
    • Updated the stargate sign dial sign reset code to be more reliable at causing the client to notice update changes.
    • Added a thrown exception during stargate 3d shape parsing if the shape doesn't have an exit point. We depend on this location for pretty much everything. If it isn't there, really bad bad bad things happen.
    • Now we have more than just Standard as our default shape. We extract Standard, StandardSignDial, Minimal, and MinimalSignDial to the gateShape folder if it is missing shapes.
    • Now we don't toggle stargate signs when we start.
    Changes 0.850:
    • iConomy support removed. I will not depend on plugins that decide to change their package name 5 major versions in and basically give everyone who depended on the package location the middle finger.
    • 3d Gate shapes now implemented.
    • Custom gate settings now in place (read: per gate material settings). This included the re-addition of the portalmaterial and irismaterial commands. lightmaterial, redstone, wooshdepth, and custom commands newly added.
    • Massive internal overhaul, refactorings, cleanups, general goodness and bugfixes.
    • Added support for Wormhole X-Treme Worlds. This allows Wormhole X-Treme to offload its chunk loading and world loading to WXW, for worlds that exist in WXW. Requires user to change Settings.txt option WORLDS_SUPPORT_ENABLED from false to true. This option requires Wormhole X-Treme Worlds v0.5 to be installed, and preferably configured for every existing world populated with stargates. If this option is set to true but WXW is not v0.5 (or not installed), WX will not load its stargates from its database.
    • Removed many superfluous chunk load requests. Added graceful chunk unload queue when we are done with a chunk.
    • Bumped supported version of permissions to include the 2.7 tree.
    • Updated help text for new/modified commands.
    • Added backwards compatibility, for those users who just don't want to upgrade to 3d shapes.
    • Added loads of failsafe settings, for when users don't have any shapes installed, but have stargates already.
    • wxidc now only works on non-sign powered gates which have iris activation blocks set.
    Changes 0.833:
    • Fixed iConomy double(or many many more) charging issue. Tried to do something awesome, turned out to be a bad idea. We'll revisit these kind of changes when 3d shapes are in and I can do some major refactoring and method merges/splits.
    • Bumped supported version of permissions to include the 2.6 tree.
    • Merged some of the sign click schedule related methods. Should make sign click messages more reliable.
    Changes in v0.832:
    • Fixed a NPE in new database initialization. Whoops, missing null-check, added.
    Changes in v0.831:
    • Fixed erroneous messages sent when a plugin is attached to already and WXT receives a plugin event for it. Cosmetic bug, fixed.
    Changes in v0.830:
    • Water now will not flow over Stargate anythings. No more broken levers and magic blocks of water floating in their place.
    • Buckets now will no longer work with stargate anythings. No free water and lava.
    • Minor optimizations and code cleanups.
    • PORTAL_MATERIAL, IRIS_MATERIAL, STARGATE_MATERIAL, ACTIVE_MATERIAL are all part of gate shape now.
      • All configuration values associated with these are gone now.
      • Gate shapes without these default to
        • PORTAL_MATERIAL = STATIONARY_WATER
        • IRIS_MATERIAL = STONE
        • STARGATE_MATERIAL = OBSIDIAN
        • ACTIVE_MATERIAL = GLOWSTONE
    • Updated default gate shapes that come in the zip to include these new values.
      • See gate shape files for more details
    • Removed version 1 DB conversion because new design doesn't allow for it anymore.
      • For users this means if you are upgrading from version 0.3 or less to this version you will need to remake your gates.
    • Fixed NPE in onPlayerInteract caused by event not reporting the block the interact event was associated with.
    • Logic tweak in the find safe teleport code. Should be *safererer*
    • Sign powered stargates now can only target other sign powered stargates.
    • Fixed so that when coming from a lava portal stargate to a non-lava portal stargate fire damage is canceled still. No more nasty fire after a teleport.
    • Added the logic back in to stop people from randomly teleporting when next to the lever of an active gate. The side effect is, when block.getType() fails, gates don't work. Its one or the other.
    • Fixed /wxcomplete permission deny issue with stargates on public networks.
    • Added ICONOMY_OWNER_EXEMPT option to Settings.txt with a default value of true. When true this option disables the charging of gate owners for using their own gates.
    Changed in v0.821:
    • Update version of iConomy we build against and test for.
    • Fix NPE in old non-shape based gates.
    • Added custom StargateTeleportEvent for MinecartMania as we nuke the minecarts before we teleport the player and put them back in the minecart.
    • Refactored package to com.wormhole_xtreme.wormhole in anticipation of adding more stargate related projects.
    Changed in v0.820:
    • Initial support for CraftBukkit Build 600.
    • Got rid of the stupid double error that people got by not reading the readme. Now when we parse settings.txt, if the value is integer for the iconomy settings, we change it to a double by simply dropping a .0 at the end of it. Problem solved.
    • Lots of optimizations to the distance finding method we were using. Also fixes to the gate shape parsing code. (Thanks lirelent)
    • Overhaul of the way we handle permissions internally. More unified approach to the actual permissions checks.
    • Gate block protection should now be compatible with plugins like mcMMO. "Should" being the operating word.
    • Levers now properly move when used and toggle on and off when stargate and iris are activated.
    • All Permissions deny events now log at Level.FINE. Got permissions problems with WXT? Now see what is happening.
    • Optimized fire protection. Now we use timer events that go off 2 seconds after gates close. This way we don't have to listen for fire type events 24/7. :)
    • Fixed teleportation dropping people into very unsafe locations. Now we scan for safe place to drop people, if we can't find one we drop the player in front of the DHD. This will also FIX wormholes by setting the stored teleport location to the new clean and safe location.
    • We now support using the help plugin along with WXT.
    • We now have settings.txt options to hard disable support of iConomy, Permissions, and the help plugin. No longer do we log a warning when unable to find the plugin we depend on. We log at INFO. :p
    • Buttons are no longer really used. If a button exists on a stargate, it will be replaced with a shiny new lever on the first use.
    • Lava stargates are *really* safe to use now. For trees even. Not minecarts though.
    • A whole host of debugging information has been added at Level.FINE. If you can trigger a bug reliably, set yourself to fine and provide the server.log details surrounding the bug. Not recommended for production servers as well... its exceissive.
    • The '/wormhole regenerate' command is partially added. Will regenerate missing activation and iris levers.
    • Minecarts work across chunks and worlds now! If you run into a location where it doesn't work, use the wormhole in both directions to correct the wormhole, then try again. :)
    Changed in v0.812:
    - /wxgo now works properly when traversing world bounderies. First we quickly pop into the default spawn location for the target world, then from there we go to our final destination. It is a hack, but it is a working hack. :)
    - methodized the code to find closest stargates, and find distance from closest stargate blocks as well as the math to find distance.
    - Updated block ignition events to only use proximity style checks. Block ignition event cancellation radius increased to active stargate woosh depth or 4 blocks, which ever is further.
    - Updated '/wxcompass' to use new FindClosestStargate method.
    - Updated onEntityDamage to use only proximity style checks. On active gates a bubble of no fire damage of either woosh_depth or 4 blocks, which ever is larger, is created. On closed gates a bubble of 2 blocks is created to stop fire ticks occuring right as a gate closes. Stopped caring about potential drowning in stargate. If user decides they want to stand in the wrong side of a gate till they drown, that is their choice.
    - Re-added missing CONSTRUCT_NAME_TAKEN error string in ConfigManager. This stops an NPE in 'wxcomplete'.
    - Added support for tkelly's Help plugin. Will generate proper config based on permissions type (simple or complex) or lack of permissions plugin altogether.
    - Refactored the heck out of iConomy and Permissions support. Own classes in a new package to go along with the Help support. Methodized a bunch of useful functions. Less duplicated code.
    - Added some log output for 'wxforce'. Should help combat abuse.
    - Ops are now always able to use 'wxremove'.
    - The '/wormhole simple' command now refreshes Help entries to the proper permissions after being set.

    Changes in v0.811:
    - Came up with a proximity based check for stargates in the lava & fire event
    cancellation code. Now only 3 block radius around active lava portals
    gets its lava & fire events cancelled. STATIONARY_LAVA is safe for players
    to use in portals now. For reals.
    - Version 4.5 of iConomy is now supported and verified as working.
    - Now we actually check for Iris on gate use while in minecart...
    - Back to the good ol kick the player out of the cart and stuff them through
    the stargate method. Doing a bit of a hackish teleport when going between
    worlds as well. We tp to spawn, then instantly to destination. This is only
    when starting the tp while in minecart. If minecart is empty and passing
    into a stargate that will traverse worlds, we kick the minecart back. Otherwise
    it will dissapear into the void.
    - Now we cancel block ignite events on a proximity basis, same way we cancel
    fire and lava events on player. No more trees bursting into flames near a stargate.

    Changes in v0.810:
    - Broke '/wxcompass' out into its own class. Removed '/wormhole compass'.
    - Broke '/wxcomplete' out into its own class. Removed '/wormhole complete'.
    - Broke '/wxidc' out into its own class.
    - Broke '/wxremove' out into its own class. Removed '/wormhole remove'. Fixed so it toggles iris to off state before removing gates with iris active.
    - Broke '/wxlist' out into its own class. Added no permissions error message. Removed from '/wormhole' command.
    - Added command '/wxgo' and broke it out into its own class. Added no permissions error message.Removed from '/wormhole' command.
    - Broke '/dial' out into its own class.
    - Broke '/wxbuild' out into its own class.
    - Broke '/wormhole' out into its own class.
    - Added another message for active gates. Now it will say either remote activated, or activated by someone else already.
    - Added SIMPLE_PERMISSIONS config option. The default value of 'false' makes permissions node settings use complex mode. While the setting of true sets the plugin to check for extremely simplified permissions. Permission node details can be found in the README.
    - Refactored the WXForce class to Force. Hopefully this shuts MSSE up. ^^;
    - Moved a bunch of the initial loading out of onEnable and into onLoad. Now we use onEnable only for events that should only happen at plugin Enable.
    - Updated '/wormhole' command to have more descriptive errors and built in help. Updated help information for this command as well. Command now has unified messaging string headers. Added new 'simple' option to enabling simple permissions while the game is live. Requires the user to have proper permissions node for configuration in target mode. Removed a bunch of duplicated permissions checks. Only one check is needed at beginning of command call now.
    - Revamped readme to reflect important recent plugin package changes.
    - Fire damage, combustion damage, and drown events now canceled in stargate. Now LAVA is really a valid portal material.
    - Creeper explosions are now canceled when they would cause damage to stargates. This will stop signs and buttons from being destroyed during that mad dash to/from a stargate. ^^

    Plugin Commands (open)

    dial:
    description: Dial a remote Stargate, unlock IDC with optional password
    usage: /dial <StarGate> [IDC]
    <stargate> The StarGate to dial.
    [IDC] Use optional password to open remote Iris.

    wormhole:
    description: Wormhole administration and configuration commands.
    usage: /wormhole <commandtype> [ARG1] [ARG2]
    Valid Commands - 'owner', 'perms', 'portalmaterial', 'irismaterial', 'lightmaterial', 'shutdown_timeout', 'activate_timeout', 'simple', 'regenerate', 'redstone', 'wooshdepth', 'cooldown', 'restrict', & 'custom'.

    wxlist:
    description: List all Stargates.
    usage: /wxlist - List all Stargates.

    wxbuild:
    description: Automatically Build Stargate.
    usage: /wxbuild <GateShape>
    <GateShape> The GateShape to build.
    After placing a DHD with a button (and sign if wanted) running this command then pressing the button will cause the specified <GateShape> to be built.

    wxremove:
    description: Remove a stargate, optionally destroy its blocks.
    usage: /wxremove <GateName> [-all]
    <GateName> The GateName to remove.
    [-all] destroys gate blocks too.

    wxcompass:
    description: Point compass needle at nearest Stargate.
    usage: /wxcompass - Point compass needle at nearest Stargate.

    wxcomplete:
    description: Complete StarGate construction.
    usage: /wxcomplete <GateName> idc=[IDC] net=[Net]
    <GateName> The name to give new Stargate.
    [IDC] Optional password to give Stargate.
    [Net] Optional network for Stargate.

    wxidc:
    description: Gets or sets a gates IDC.
    usage: /wxidc <GateName> <optional_set_idc>
    Requires being either owner or have wormhole.config
    set -clear to remove the IDC

    wxforce:
    description: Forcefully shut down all gates and/or open all iris
    usage: /wxforce <close|drop>

    wxgo:
    description: Teleport to specified wormhole.
    usage: /wxgo <GateName>

    Install directions (open)

    New Install:
    1. Download the zip.
    2. Unzip file into same directory that your craftbukkit.jar exists in. This should put the hsqldb.jar into the lib/ folder, the WormholeXTreme.jar into the plugins/ folder, and the latest versions of GateShapes into the plugins/WormholeXTreme/GateShapes/ folder.
    3. Start server
    4. (Optional) Stop the server and edit the newly generated /plugins/WormholeXTreme/settings.txt file as needed.
    5. (Optional) Edit gate shapes in /plugins/WormholeXTreme/GateShapes/
    6. (Optional) If using the Permissions plugin based plugin, set up the appropriate permissions. If using SIMPLE_PERMISSIONS = true remember to use permissions from the Simple Mode list, otherwise use nodes from Complex Node.
    7. (Optional) Start Server again

    Basic use instructions (open)

    Basic Use:
    First off you need to make a stargate. I you can see the design design below - you need the Gate, a Dial Home Device (DHD), and a stone button or lever facing away from the gate on the DHD. The purple blocks are Obsidian, and the Blue has to be air, but will turn to water when the gate is activated.
    basic_stargate_and_dhd.png

    A real example of a constructed gate:
    2011-01-24_01.53.11.png

    You MUST make the gate exactly as it is in the picture.

    Once it is assembled hit the button ( You need to stand at least one block away from the button for the event to trigger. ) and the system will confirm that the stargate is properly made. If you don't see a "wormhole design valid" message you did not create the gate properly.
    If you did see the message, you simply type /wormhole complete <name> to finish and name the gate. A name sign with the gates name should appear on the gate. You can optionally type /wxcomplete <name> <idc=[IDC]> (idc = iris deactivation code, or the code needed to use the gate) - this will make your gate password protected.

    Now if you hit the button again it will "activate" the gate to be dialed.

    To Dial (after hitting the button) you type "/dial <remote_gate_name>" and the gate will open and fill with water! (You can change the portal material by using /wormhole material) The gates currently don't by default timeout after dialing. If the remote gate has an iris code you will need to type "/dial <name> <idc>" to activate the remote gate.

    Hitting the button again from the gate that dialed out will deactivate the gate. Pressing the button on a gate that has been dialed in to will do nothing because you can't activate a gate that is remotely activated. (Tried to keep it just like the show haha).

    Name Sign Dialing (Public Gate System):
    • NOTE: This is an alternate way to BUILD a gate. Currently existing gates will not work by simple placing a sign next to the activation button. You will need to /wormhole remove first and then re-complete the gate using this system.
    • Place a second obsidian "pillar" next to the main DHD and place a sign on it. Put the name of the gate on the top line.
    • Gates with this sign can only be dialed via the sign now. You will only see other gates that have a sign.
    • Gate without a sign can dial IN to a sign gate.
    • AGAIN : If you make a gate without a sign it will NOT be on the list of gates.
    • To cycle through possible gates use right click - Sometimes it takes a click or two for it to work :)
    • See here for sign dialer gate example:
    • 2011-01-25_02.15.31.png
    • Note - unless you have STARGATE_FULL_ACCESS or "wormhole.remove" you will be unable to destroy any blocks that are part of the gate.
    • Networks!
      • If you put any text on the second line of the sign, it will be the "network" the gate is on.
      • You will only be able to dial other gates on the same network as you
      • Currently you cannot change the network, so make sure you type it correctly!
      • By default (if nothing is put on the second line) a gate will be part of the "Public" network.

    Basic configuration settings (open)

    Configuration:
    • All configuration is now stored in a file /plugins/WormholeXTreme/Settings.txt
      • All descriptions of the settings will be found in that file with the settings.
    • You can change some options while the server is running:
      • /wormhole activate_timeout <optional_timeout>
        • This is the length of time after activating but before dialing that the gate deactivates.
        • This does not affect sign dialed gates.
      • /wormhole shutdown_timeout<optional_timeout>
        • Setting to 0 means portal only closes after something goes through, and then immediately closes.
        • This setting is how long after a player dials a gate before the gate shuts down.

    Permissions plugin settings (open)

    Permissions:
    • This plugin works with the Permissions plugin. (Currently 2.5+ Only)
      • Changing the built in permissions will not change the Permissions plugin at all.
    • Without the Permissions plugin you can use the built-in permissions (disabled by default)
    • /wormhole perms - for more information
    • to enable/disable default perms /wormhole perms active <true|false>
    • When built-in permissions are active:
      • Default OPs get all access
      • Default all other users get USE only
    Permissions Plugin Nodes: (Controlled by settings.txt - SIMPLE_PERMISSIONS)
    SIMPLE_PERMISSIONS = false
    Complex Mode:
    wormhole.use.sign - lets a user use sign gates.
    wormhole.use.dialer - lets a user use '/dial' gates
    wormhole.use.compass - lets a user use '/wxcompass' command.
    wormhole.remove.own - lets a user remove a gate that they own
    wormhole.remove.all - lets a user remove any gate
    wormhole.build - Able to build new wormholes
    wormhole.config - Able to configure settings like material and timeout
    wormhole.list - Able to use '/wxlist' command to list wormholes
    wormhole.network.use.NETWORKNAME - Able to use wormholes on NETWORKNAME
    wormhole.network.build.NETWORKNAME - Able to build wormholes on NETWORKNAME
    wormhole.go - allows user to use '/wxgo' command.
    wormhole.build.groupone - Part of build restriction group one.
    wormhole.build.grouptwo - Part of build restriction group two.
    wormhole.build.groupthree - Part of build restriction group three.
    wormhole.cooldown.groupone - Part of wormhole use cooldown group one.
    wormhole.cooldown.grouptwo - Part of wormhole use cooldown group two.
    wormhole.cooldown.groupthree - Part of wormhole use cooldown group three.

    SIMPLE_PERMISSIONS = true
    Simple Mode:
    wormhole.simple.use - Lets a user use wormholes.
    wormhole.simple.build - Lets a user build wormholes.
    wormhole.simple.remove - Lets a user remove wormholes.
    wormhole.simple.config - Lets a user configure WormholeXTreme settings

    Help plugin settings (open)

    Help:
    • Currently there are no configuration options for Help the help plugin. It is just plug and play. If you want to change the help text, you are able to do such via the Help plugin override build into the Help plugin.

    As always please let us know of any bugs! Just remember, some bugs are in vanilla and craftbukkit itself, so we may not be able to address them easily.


    Devs: Lologarithm & alron
     

    Attached Files:

  2. Ah ill just disable this plugin and check again which one it is! :D sorry, i just though it was this one since the error shows up between loading wormhole and failed to load iConomy plugin
    --- merged: Feb 5, 2011 11:00 PM ---
    Polly means 232
     
  3. Offline

    neromir

    Very much liking the plugin, keep up the good work!

    Note, we updated to build #252 and 0.62 and still encountering my previously mentioned issue.

    Also, maybe I just don't quite get how to use the Permissions plugin, but we have 'wormhole.use' listed under our Default group and our regular users are unable to actually activate the stargates. We're only using a few signed gates for now, and they can use the dialer by right-clicking the sign, but nothing happens when they click the button to activate the gate.

    Do I need to explicitly list every user we have as belonging to the Default group, or should they just get added automatically?

    Here's our permissions config:

    Code:
    # Supports "Default" and "GroupUsers"
    plugin:
        permissions:
            system: default
    
    ##
    # Groups can contain inheritance.
    #   To make a group inherit the permissions from another
    #   group simply place the groups name in the "inheritance:"
    #   field seperated by commas.
    #
    #   Example: inheritance: Default,Admins,
    ##
    #   All permissions including the asterisks must be placed in single quotes.
    #   like so:
    #
    #       - 'general.spawn'
    #
    #   Otherwise errors will happen!
    ##
    #   Globalized Permission settings:
    #
    #       If a permission contains periods (.) you can denote a globalized parameter:
    #
    #           - 'general.*'
    #
    #       This will allow you to use all general commands.
    #
    ##
    #
    #   Single Asterisk denotes all commands:
    #
    #       - '*'
    ##
    groups:
        Default:
            default: true
            info:
                prefix:
                suffix:
                build: true
            inheritance:
            permissions:
                - 'general.spawn'
                - 'wormhole.use'
        Moderator:
            default: false
            info:
                prefix:
                suffix:
                build: true
            inheritance:
                - Default
            permissions:
                - 'general.time'
                - 'general.teleport'
                - 'general.teleport.here'
                - 'general.player-info'
        Admins:
            default: false
            info:
                prefix:
                suffix:
                build: true
            inheritance:
                - Moderator
            permissions:
                - '*'
    
    ##
    # The following users are admins.
    ##
    users:
        neromir:
            group: Admins
            permissions:
        otherAdmin1:
            group: Admins
            permissions:
        otherAdmin2:
            group: Admins
            permissions:
        otherAdmin3:
            group: Admins
            permissions:
        otherAdmin4:
            group: Admins
            permissions:
    
     
  4. Offline

    Gurk-e

    Hi I'm new to this forum and I've got a question about these Public Gates.
    Can you describe what I have to do to get connection between 2 gates via Signs?
    Because I built 2 gates like you wrote and like I saw it on your pictures but I still have to type /dial [name] if I click the Button.
    (Pic of my gate is attached)
    The 2nd gate does look exactly like this one (Just in the 1st line I wrote -Sunrise- and in the 3rd Crossbay)

    Thanks and I hope you can help me ^^
     
  5. Offline

    Zplay

    Hi

    I'm using your plugin which is cool. But I have some issues once I use the gates a few times.

    We are using stargates with signs, but sometimes, after more or less 10 warp, the gates start to malfunction.
    If I right click on a sign, I only get the message "dialer set to: ...." but the sign won't update. When this is happening, the gate works once or twice and it doesn't warp anymore. Others gates can warp also once or twice before being unable to warp.

    I need to restart the server to get the plugin working again (I can't reload it or disable it and enable it)

    I'm using your plugin version 0.62 and craftbukkit 252 (I had some stranges issues with the last one).

    Here is my Settings.txt. The others configs are default. I have hsqldb.jar in the root folder of the server.
    Show Spoiler

    WormholeXTreme 0.62
    WormholeXTreme Config Settings
    -------------------------------

    ---------------
    Setting: BUILT_IN_PERMISSIONS_ENABLED
    Value: false
    Description: This should be set to true if you want the built in permissions enabled. This
    setting does nothing if you have Permissions plugin installed.
    ---------------
    Setting: BUILT_IN_DEFAULT_PERMISSION_LEVEL
    Value: WORMHOLE_USE_PERMISSION
    Description: If built in permissions are being used, this is the default level of control
    users (non-ops) have.
    ---------------
    Setting: TIMEOUT_ACTIVATE
    Value: 45
    Description: Number of seconds after a gate is activated, but before dialing before timing
    out.
    ---------------
    Setting: TIMEOUT_SHUTDOWN
    Value: 0
    Description: Number of seconds after a gate is dialed before automatically shutdown. With 0
    timeout a gate won't shutdown until something goes through the
    gate.
    ---------------
    Setting: PORTAL_MATERIAL
    Value: STATIONARY_WATER
    Description: Material to be used when a gate is active. Values are 'STATIONARY_WATER',
    'STATIONARY_LAVA', 'AIR', 'PORTAL'.
    ---------------
    Setting: ICONOMY_WORMHOLE_USE_COST
    Value: 0
    Description: Cost for users to use a wormhole (charged on teleport, not activation.
    ---------------
    Setting: ICONOMY_WORMHOLE_BUILD_COST
    Value: 0
    Description: Cost for users to build a wormhole.
    ---------------
    Setting: ICONOMY_OPS_EXEMPT
    Value: true
    Description: Server Ops will not be charged to use or build gates.


    If you need more informations I'd like to help you :)
     
  6. Offline

    Hakaslak

    I'm having the exact same issue as this guy - after some time, the console has errors every time a gate is used, and the gates stop working.

    Code:
    08:08:20 [WARNING] Unexpected exception while parsing console command
    java.lang.NullPointerException
        at com.bukkit.lologarithm.WormholeXTreme.model.StargateDBManager.Shutdown(StargateDBManager.java:148)
        at com.bukkit.lologarithm.WormholeXTreme.WormholeXTreme.onDisable(WormholeXTreme.java:123)
        at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:137)
        at org.bukkit.plugin.java.JavaPluginLoader.disablePlugin(JavaPluginLoader.java:395)
        at org.bukkit.plugin.SimplePluginManager.disablePlugin(SimplePluginManager.java:187)
        at org.bukkit.plugin.SimplePluginManager.disablePlugins(SimplePluginManager.java:181)
        at org.bukkit.plugin.SimplePluginManager.clearPlugins(SimplePluginManager.java:193)
        at org.bukkit.craftbukkit.CraftServer.reload(CraftServer.java:180)
        at org.bukkit.command.SimpleCommandMap$ReloadCommand.execute(SimpleCommandMap.java:201)
        at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:76)
        at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:162)
        at net.minecraft.server.MinecraftServer.b(MinecraftServer.java:310)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:292)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:209)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:512)
    Code:
    .
    12:55:01 [WARNING] Unexpected exception while parsing console command
    java.lang.NullPointerException
        at com.bukkit.lologarithm.WormholeXTreme.model.StargateDBManager.Shutdown(StargateDBManager.java:163)
        at com.bukkit.lologarithm.WormholeXTreme.WormholeXTreme.onDisable(WormholeXTreme.java:146)
        at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:137)
        at org.bukkit.plugin.java.JavaPluginLoader.disablePlugin(JavaPluginLoader.java:399)
        at org.bukkit.plugin.SimplePluginManager.disablePlugin(SimplePluginManager.java:187)
        at org.bukkit.plugin.SimplePluginManager.disablePlugins(SimplePluginManager.java:181)
        at org.bukkit.plugin.SimplePluginManager.clearPlugins(SimplePluginManager.java:193)
        at org.bukkit.craftbukkit.CraftServer.reload(CraftServer.java:185)
        at org.bukkit.command.SimpleCommandMap$ReloadCommand.execute(SimpleCommandMap.java:184)
        at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:77)
        at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:167)
        at net.minecraft.server.MinecraftServer.b(MinecraftServer.java:310)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:292)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:209)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:512)
     
  7. Offline

    panderiz

    Thank you very much for this. I, among many other wget users out there, really appreciate this
     
  8. Offline

    pachex

    Having the same issues as this guy on our server. A little more information about it that we discovered. Like they said, when a gate starts to malfunction, the sign freezes. You are still able to cycle through the gate locations and will get text messages, but the sign does not move. While a sign is frozen, the gate sometimes still works, but sometimes it stops being able to travel. When it stops being able to travel, you can fix it by doing the following: Reload the chunk. Press the button on the gate without touching the sign. The portal will open and you will be transported to the location you were trying to dial when the sign broke. After that, the gate functions again, however, the sign is still frozen, and these gates have a higher probability of breaking again it seems.
     
  9. Offline

    Lologarithm

    @Zplay
    The reason for the text on the sign freezing seems to be a bug in bukkit. Signs don't seem to update all the time (I am not sure why exactly).

    Now as to the gates not working, I will have to do some investigation - On my server even when the sign text doesn't update the "dialer set to" message will still appear and the gates still work just fine. If I can't replicate it on my servers I might ask for more information from some of you guys.

    @Hakaslak - that is an error when the plugin is trying to be unloaded. I will have to check that code but I am not sure why that is happening. If you are seeing that while your server is running that means that my plugin is being unloaded while the server is still running which would stop it from working.
    --- merged: Feb 6, 2011 5:47 PM ---
    Basically just make the gate shape like normal, add a sign just to the right of the button on its own pillar of obsidian. Click the button and it should be named whatever the first line of text on the sign is. Do this to the other gates and you should be able to right click on the signs to cycle through other available gates.

    Note - the first gate you build will show "no other gates" and will keep showing that until you right click on it once.
     
  10. Offline

    pachex

    Yes, that happens sometimes on our server too. The dialer set to message appears and the gate still works sometimes. Sometimes it breaks though. I don't know if this is just a fluke correlation, but among gates that have the sign moving normally, the gate does not break. Gates that break entirely always have a frozen sign first. Don't know if that helps.
     
  11. Offline

    GamerX

    Hey, when i press the button i get a message that says i dont have permission

    2011-02-06_20.31.31.png 2011-02-06_20.31.45.png 2011-02-06_20.34.09.png
     

    Attached Files:

  12. Offline

    AntonyDream

    Looks like "Name Sign Dialing" doesn't work
    But console dialing is ok, and I get this "Gate timed out and deactivated" message every 20 sec even if all gates already inactive!
    What must happens when I put a sign with gate name on a pillar next to main? I just see gate name on it, without "-"s, if they must appear, so they don't 8)
    I'm trying it on 252
     
  13. Offline

    kipz

  14. Offline

    GamerX

    Well, here is my Permissions setup
    Code:
    # Supports "Default" and "GroupUsers"
    plugin:
        permissions:
            system: default
    
    ##
    # Groups can contain inheritance.
    #   To make a group inherit the permissions from another
    #   group simply place the groups name in the "inheritance:"
    #   field seperated by commas.
    #
    #   Example: inheritance: Default,Admins,
    ##
    #   All permissions including the asterisks must be placed in single quotes.
    #   like so:
    #
    #       - 'general.spawn'
    #
    #   Otherwise errors will happen!
    ##
    #   Globalized Permission settings:
    #
    #       If a permission contains periods (.) you can denote a globalized parameter:
    #
    #           - 'general.*'
    #
    #       This will allow you to use all general commands.
    #
    ##
    #
    #   Single Asterisk denotes all commands:
    #
    #       - '*'
    ##
    groups:
        Default:
            default: true
            info:
                prefix:
                suffix:
                build: true
            inheritance:
            permissions:
                - 'essentials.helpop'
                - 'essentials.clearinventory'
                - 'essentials.getpos'
                - 'essentials.nick'
                - 'essentials.whois'
                - 'essentials.me'
                - 'essentials.warp'
                - 'essentials.list'
                - 'essentials.home'
                - 'essentials.sethome'
                - 'essentials.mail'
                - 'essentials.mail.send'
                - 'essentials.help'
                - 'essentials.motd'
                - 'essentials.afk'
                - 'essentials.sell'
                - 'essentials.worth'
                - 'essentials.rules'
                - 'essentials.msg'
                - 'essentials.compass'
                - 'essentials.depth'
                - 'essentials.realname'
                - 'jail.usercmd.jailstatus'
                - 'wormhole.use'
        Donator:
            default: false
            info:
                prefix:
                suffix:
                build: true
            inheritance:
                - Default
            permissions:
                - 'essentials.item'
                - 'woolcolor.spawn'
                - 'wormhole.use'
        Moderator:
            default: false
            info:
                prefix:
                suffix:
                build: true
            inheritance:
                - Donator
            permissions:
                - 'essentials.item'
                - 'essentials.time'
                - 'woolcolor.spawn'
                - 'wormhole.use'
        Admins:
            default: false
            info:
                prefix:
                suffix:
                build: true
            inheritance:
                - Moderator
            permissions:
                - '*'
                - 'wormhole.use'
                - 'wormhole.build'
                - 'wormhole.remove'
                - 'wormhole.config'
        Owners:
            default: false
            info:
                prefix:
                suffix:
                build: true
            inheritance:
                - Admins
            permissions:
                - '*'
                - 'wormhole.use'
                - 'wormhole.build'
                - 'wormhole.remove'
                - 'wormhole.config'
    ##
    # DarkGrave has control over all commands.
    # sk89q can use /spawn & /time
    ##
    users:
        purepk95:
            group: Owner
            permissions:
            prefix:
            suffix:
            permissions:
                - '*'
                - 'wormhole.use'
                - 'wormhole.build'
                - 'wormhole.remove'
                - 'wormhole.config'
     
  15. Offline

    LucidLethargy

    Often I wont be able to create gates, and pressing the button does absolutely nothing despite everything being set up correctly... Has anyone else experienced this, and how do I fix the problem if so?

    Note: I have many gates working, and I can set those up fine, but some simply wont work...
    Moar Note: Does the gate not operate when the top is covered in blocks, perhaps??
     
  16. Offline

    alfie fielder

    Ive got this plugin and it just spams the text with "Gate timed out and deactivated"

    Please its reakky annoying and just spam
     
  17. Offline

    Dreadreaver

    restart the server after creating new gates!
     
  18. Offline

    Lologarithm

    You shouldn't need to restart the server anymore since v0.62 - I fixed the issues that made you need to restart.
     
  19. Offline

    TopShopGamer

    Great mod! I'm trying to remove the need for /commands on my server and this makes for a great warp system with a great feel. I love how you can destroy the sign on a public DHD and lock it into only dialing the last gate that it was set to. It resets on a server restart though with the message "Unable to get sign for stargate: - 1 -(that's the gate's name) and will be unable to dial out." That sounds like it's working how it's supposed to but if there's a way to get it to work after a server reset that would be great. Aside from that, I had two ideas that I thought I'd share.

    The first is minor but it would be nice to be able to configure the message when a gate is dialed. Don't get me wrong, I'm a Stargate fan but "Stargates Connected" doesn't really fit the feel of my server. I'm sure that I'm not the only one who would make use of an option like this.

    The second idea is likely a bit more difficult. When you define a public gate, have the option of defining a network as well. If the gate is assigned to a network, then it can only dial to gates on that network. I see this adding a lot of functionality to your plugin and I hope that you do to. The first thing that comes to my mind is puzzles, especially if you can lock a gate into only dialing out to one gate on the network as I had mentioned before.

    Once again, great mod. I hope that you keep up the good work.
     
  20. Offline

    Dreadreaver

    Well new gates do work, but after using the gates some times they will eventually stop working which can only be fixed by restarting as of now :S
     
  21. Offline

    philburmac

    I love this mod!

    ..but I just updated this to the latest and my version of craftbukkit to the latest and now I can't get it to work? I get this error

    Code:
    Begin Loading WormholeXTreme Plugin.
    07/02/2011 4:56:47 PM org.bukkit.craftbukkit.CraftServer loadPlugins
    SEVERE: org.bukkit.Server.getWorlds()[Lorg/bukkit/World; (Is it up to date?)
    java.lang.NoSuchMethodError: org.bukkit.Server.getWorlds()[Lorg/bukkit/World
            at com.bukkit.lologarithm.WormholeXTreme.WormholeXTreme.onEnable(Wor
    eXTreme.java:80)
            at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:135)
            at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLo
    .java:394)
            at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginMa
    r.java:175)
            at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:69
            at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:5
            at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:167)
            at net.minecraft.server.MinecraftServer.c(MinecraftServer.java:154)
            at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:106)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:202
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:512)
    any ideas on what might be causing this?
     
  22. Offline

    RoyAwesome

  23. Offline

    neromir

    We've found that it's not just signed gates which break (fill with water but won't transport you). The quick way to fix it is to unload the chunk the broken gate is in. So a quick log out/log in if there's nobody else in the area keeping the gate's chunk active should make the gate start functioning again.
     
  24. Offline

    PAPABEAR1010

    Thankyou for this ,We have been using the Gates for a while now with no problems ,we have never tried the sign usage as having to type an address makes it feel more realistic to us.

    We hope that with the latest server update , we maybe able to travel to other ".worlds"

    anyway thankyou again and i hope you have time to keep these gates functional.

    Andrew
     
  25. Offline

    ddubois89

    I love this plugin. Works flawlessly for me.

    I really hope to see this updated for the multi-world feature. It would be a great add for this plugin. I have been dying for multiworld support and its finally almost here (waiting on some plugins)
     
  26. Offline

    Lologarithm

    I have multi-world working in my server right now. I will be making a release shortly.

    Not sure if you can teleport between worlds using this yet - I will have to do some testing. But for sure you can teleport between gates within a world, and the gates are aware of which world they are a part of :)

    Edit:
    It looks like my location to teleport to contains the world its in, so theoretically right now all gates allow you to teleport between worlds provided gates have been constructed in both worlds. :)
     
    ddubois89 likes this.
  27. Offline

    ddubois89


    I would just like to state how awesome you are. This will be an awesome day for my private server. I cant wait to leave work and go play haha
     
  28. This seems to stop a lot of my plugins from load on #271, had to take it off for now.
     
  29. Offline

    GamerX

    Could some1 give me the settings that is needed in permissions, since i cant get it to work!
    Fix on this1
    Code:
    # Supports "Default" and "GroupUsers"
    plugin:
        permissions:
            system: default
    
    ##
    # Groups can contain inheritance.
    #   To make a group inherit the permissions from another
    #   group simply place the groups name in the "inheritance:"
    #   field seperated by commas.
    #
    #   Example: inheritance: Default,Admins,
    ##
    #   All permissions including the asterisks must be placed in single quotes.
    #   like so:
    #
    #       - 'general.spawn'
    #
    #   Otherwise errors will happen!
    ##
    #   Globalized Permission settings:
    #
    #       If a permission contains periods (.) you can denote a globalized parameter:
    #
    #           - 'general.*'
    #
    #       This will allow you to use all general commands.
    #
    ##
    #
    #   Single Asterisk denotes all commands:
    #
    #       - '*'
    ##
    groups:
        Default:
            default: true
            info:
                prefix:
                suffix:
                build: true
            inheritance:
            permissions:
                - 'essentials.helpop'
                - 'essentials.clearinventory'
                - 'essentials.getpos'
                - 'essentials.nick'
                - 'essentials.whois'
                - 'essentials.me'
                - 'essentials.warp'
                - 'essentials.list'
                - 'essentials.home'
                - 'essentials.sethome'
                - 'essentials.mail'
                - 'essentials.mail.send'
                - 'essentials.help'
                - 'essentials.motd'
                - 'essentials.afk'
                - 'essentials.sell'
                - 'essentials.worth'
                - 'essentials.rules'
                - 'essentials.msg'
                - 'essentials.compass'
                - 'essentials.depth'
                - 'essentials.realname'
                - 'jail.usercmd.jailstatus'
                - 'wormhole.use'
        Donator:
            default: false
            info:
                prefix:
                suffix:
                build: true
            inheritance:
                - Default
            permissions:
                - 'essentials.item'
                - 'woolcolor.spawn'
                - 'wormhole.use'
        Moderator:
            default: false
            info:
                prefix:
                suffix:
                build: true
            inheritance:
                - Donator
            permissions:
                - 'essentials.item'
                - 'essentials.time'
                - 'woolcolor.spawn'
                - 'wormhole.use'
        Admins:
            default: false
            info:
                prefix:
                suffix:
                build: true
            inheritance:
                - Moderator
            permissions:
                - '*'
                - 'wormhole.use'
                - 'wormhole.build'
                - 'wormhole.remove'
                - 'wormhole.config'
        Owners:
            default: false
            info:
                prefix:
                suffix:
                build: true
            inheritance:
                - Admins
            permissions:
                - '*'
                - 'wormhole.use'
                - 'wormhole.build'
                - 'wormhole.remove'
                - 'wormhole.config'
    ##
    # DarkGrave has control over all commands.
    # sk89q can use /spawn & /time
    ##
    users:
        purepk95:
            group: Owner
            permissions:
            prefix:
            suffix:
            permissions:
                - '*'
                - 'wormhole.use'
                - 'wormhole.build'
                - 'wormhole.remove'
                - 'wormhole.config'
     
  30. Offline

    ssechaud

    CB b271, v0.62 of WHX -

    07-Feb-2011 18:47:05 org.bukkit.plugin.SimplePluginManager callEvent
    SEVERE: Could not pass event PLAYER_MOVE to WormholeXTreme
    java.lang.NullPointerException
    at com.bukkit.lologarithm.WormholeXTreme.WormholeXTremePlayerListener.onPlayerMove(WormholeXTremePlayerListener.java:309)
    at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.java:153)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:60)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:214)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:112)
    at net.minecraft.server.Packet10Flying.a(SourceFile:126)
    at net.minecraft.server.NetworkManager.a(SourceFile:232)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:71)
    at net.minecraft.server.NetworkListenThread.a(SourceFile:104)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:310)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:225)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:512)
     
  31. Offline

    maehze

    BUG @ #271
    Exception in thread "AWT-EventQueue-0" java.lang.NoSuchMethodError: org.bukkit.Server.getWorlds()[Lorg/bukkit/World;

    it seems that they renamed this command :/
     

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