[MECH/FUN] War v1.8 (Nimitz) - Minecraft PVP Arenas (TDM, CTF & more!) [1.6.4-R2.0 & 1.7.2-R0.2]

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

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

    Version: v1.8 (Nimitz)

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

    • 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, 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 v1.8 (Nimitz)
    Compatible with Craftbukkit 1.6.4-R2.0 & 1.7.2-R0.2.
    (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:

    Mentioum's Let's Play Minecraft

    M1sT3rM4n's fan video

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

    Changelog: Complete changelog at the website

    War v1.8 release notes:


    God grant me the courage not to give up what I think is right even though I think it is hopeless.

    Hello warriors,​

    Today marks the first big release for War in more than a year: War v1.8 (Nimitz). When you get a chance, please take the time to thank the hard work and dedication of cmastudios and our community for bringing us this long-awaited release.​

    Here’s a rundown of all changes. Please remember to backup all your worlds and your War plugin files before applying this update.​

    Localization support
    War has gone international! Server admins can now tailor the fun of War to their community’s culture. Please see https://github.com/taoneill/war/wiki/Languages for details.​

    Huge thanks to the international community of translators who helped us through the webtranslateit platform!​

    New warzone file format for mod & future support
    War now supports custom blocks for greater compatibility with other mods.​

    When you first load War v1.8, your warzone files will be converted to a new SQLite-based format. This one time conversion process can take up to a few minutes when you first launch your War 1.8 server.​

    Please note that the new file format, while providing enhanced functionality, does take up a lot more disk space than the old format (from two to three times more space to an order of magnitude more, in the worst cases). If disk space usage is an issue for you, please let us know. Also consider taking the time to clean up your plugins/War/temp folder which stores deleted warzones and old versions.​

    Tip: if you are upgrading from War v1.7.4 or older and you want to be on the safe side, try /deletewarhub before the update. The warhub has been known to glitch randomly (destroying some blocks surrounding it, in rare occurrences) during migration to the new version. Use /setwarhub to bring back the structure after the migration.​

    Batched warzone resets: smoother battle endings for your server
    Instead of resetting all the blocks in a warzone immediately after the end of a battle, War now disables the warzone and loads the blocks in batches based on a speed property. This prevents server hangs/freezes when resetting large warzones that can sometimes cause players to get kicked due to timeouts. The new anti-crash mechanism prevents this and keeps players on, waiting anxiously for the next game to start instead of leaving.​

    The default speed of the resets is pretty slow, especially on new high-powered game servers. This can be changed by using /warcfg resetspeed:5000, where 5000 is the amount of blocks to reset per-tick. We personally recommend pushing this value up as high as possible as long as it doesn’t cause player disconnections.​

    Also, a new option allows you to completely prevent warzone resets at the end of a game: just use /zonecfg resetblocks:false. Beware of changes to the warzone caused by nature, however. See /warcfg print and /zonecfg print for more reset options.​

    The Minecraft scoreboard can be used to display the scores of each team in a warzone or their lifepool. Use /zonecfg scoreboard : points to show scores, use /zonecfg scoreboard:lifepool to display how many lives each team has remaining and use the default “none” option to hide the scoreboard. Make sure to use /resetzone after you make this change.​

    Want to view a warzone scoreboard while away from a game? Use /zone ziggy scoreboard to show you the scoreboard for the game in zone ziggy.​

    Please note more functionality will be added to the scoreboard in the next few releases. Stay tuned for updates!​

    Kill streaks: experimental and explosive!
    Killstreak rewards can be configured in the set.war.killstreak section of war.yml. Rewards will only be applied to players if the team/warzone has killstreak set to true in its configuration.​

    The configuration section will get populated on generation of war.yml. To get this to populate after updating from war 1.7, change any /warcfg setting.​

    Currently the system supports messaging the entire warzone and just the attacker. The system supports rewards of items, health, airstrikes, points, and xp currently. We plan to add more in the future with your suggestions.​

    For an in-depth example of killstreaks in war, visit https://gist.github.com/cmastudios/5687654. Be warned the items section may be a bit hard to configure by hand; we plan to add easier ways to add to it in the future.​

    Signs to teleport to zones
    Sign posts can be used as quick teleports to any warzone. Players can just walk over the signs to warp to the warzone of their choice. This is useful to create groupings or categories of warzones. See https://github.com/taoneill/war/wiki/Signs-Teleport for details.​

    MCStats Metrics
    War now contains server stat-tracking to give the developers some insight on how servers use the plugin. This allows us to track plugin usage and gather information about which features server owners enjoy the most. Keeping this option turned on will enable us to focus our time and energy working on what the admin community desires the most.​

    For more information and how to disable metrics, visit https://github.com/taoneill/war/wiki/Metrics. View War plugin metrics at http://mcstats.org/plugin/War. Stats may be inaccurate until enough people update the plugin to v1.8.​

    Other Improvements
    Warhub zone gates now highlight active warzones. The corners of the gates turn to redstone blocks with torches attached when players join, making it much more obvious to find a game with players in it.​

    The setting blockheads:true now gives your teams a colored leather helmet (instead of replacing the entire head with a colored wool block). You can still open your inventory and click your helmet armor slot to collect a wool block to help you capture monuments, though.​

    Soup PVP support thanks to nicholasntp: turn on using /zonecfg souphealing:true

    Various Fixes
    Errors in the loadout system were causing loadouts to appear in the wrong warzones.​
    The chat box does not disappear anymore when you die and respawn (so you don’t lose the text you were typing, which used to be a major annoyance).​

    No more automatic flag or cake capture when you get automatically teleported to your team’s spawn (when you illegally exit the warzone, for example).​

    Removed the annoying “Can’t re-enter spawn” behavior. Players lose their spawn protection as soon as they walk out of their team’s spawn.​


    Thanks again for sticking with the War plugin through the years. We hope this release brings you many hours of PVP pleasure and that you forward us your feedback (suggestions and bug reports) on our Github issues board here: https://github.com/taoneill/war/issues.​

    (note: this file is still pending approval by the BukkitDev team)​
    Compatible with Craftbukkit 1.6.4-R2.0 and 1.7.2-R0.2.​

    War on!​

    - tommytony​

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    Could you make it that people who leave get sent to another set point (to keep the warzone clean) also to have randomized teams and parties [players who don't want to be separated] with side balancing also players who are not in the war cannot go into the zone but have to join at a certain area (not the actual warzone)
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    Yeah the teleport upon /leave has been mentioned elsewhere. I'm just not sure where I should teleport the people. Back to the warzone teleport point? At a random point not far outside the warzone boundary? An isolated "staging area" might be a good idea: regular player can't enter the warzone, then use /warzone to teleport to the staging area, but they can only leave the staging area by using /join <team> or /leave, that way the most of the warzone (i.e. outside the staging area) stays clean.

    I love the idea of having War Parties. It would definitely go along with randomized teams.
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    A is the waiting area
    B is the warzone
    C is base 1
    D is base 2

    There are a few things I want and the following are
    1.To get into teams (if allowed) or just get split into a random team (excluding war parties to a certain extent as they will still get put in a random area) in area A
    2.If they die (if there is no respawn) they go to area A and cannot leave until the next round.
    3.Objectives for example as you replace the items they hold a gold block for 1 side and a steel block for the other they have to get it back to the other side for example.
    4.Have a king of the hill type game where they have a pre-set area/s to stand in to capture
    5.Ranking system?
    6.A new player has to go into the A area an type /join
    7.Set Lives per Player

    More ideas to come later >=3
    tommytony likes this.
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    Would that do the trick too?
    Here the waiting area is within the warzone. People /warzone into the waiting area, and they can't get out until they have joined a leave. People in teams can't access the waiting area.

    My reasoning is you don't need to specify the warzone name when defining the waiting area boundaries, because you're already standing inside the target warzone.

    However, with this I still have the problem of where to send people who /leave the warzone. Maybe your suggestion would be best after all, I'm not sure. Anyone else got ideas for this?

    I'm also reworking the monuments so that they don't use fire and water anymore. The dynamic is cool but is too greify/accident prone. I like "Capture the Block" and KotH as well so I might work them in in later version. A reworked monument system, a ranking system and player stats will probably come first.
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    Awesome I would prefer if it could be placed outside with maybe even set areas for certain teams to join
    Also team chat and wit stats maybe classes* such as healer, demo-man, soldier, archer and ninja.
    EditsHD likes this.
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    I should check, but I think team chat is already in. Try /team <msg>.

    Again, about the warzone welcome area and team joining, I had an idea: part of one face of a warzone serves as the entry point. There is a low wall automatically generated on the boundary of the warzone, maybe only on that face. On this wall there is one gateway per team. When someone enters a team's gate, they are teleported to the team spawn (red and blue arrows below) Here's a quick sketch:
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    Hmmm that could be possible is the wall height changeable is changeable or is it fixed? also ca there be an extra *deadzone* around the warzone of 4 squares? so a player cant drop his items into the arena.
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    Hmm I hadn't thought of people throwing stuff across the wall. I was thinking that a small wall section could magically appear when players inside or outside of the warzone get near the wall. When the player steps back, the wall disappears again.
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    I like the idea of an invisible wall but yeah I would like to avoid people chucking things to the extent that the battlefield is literally almost totally cut off from the outside.
    Also wat about time limits for each match
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    So I tried to set war zone and it say "Unknown Command" and I checked the console and got this;
    [SEVERE] Exception while calling plugin function in 'class WarListener' while calling hook: 'COMMAND'.
    at Warzone.setSoutheast(Warzone.java:132)
    at WarListener.onCommand(WarListener.java:286)
    at PluginLoader.callHook(PluginLoader.java:482)
    at Player.command(Player.java:136)
    at Player.chat(Player.java:108)
    at kk.a(kk.java:485)
    at br.a(SourceFile:24)
    at bs.a(SourceFile:232)
    at kk.a(kk.java:61)
    at eh.a(eh.java:71)
    at net.minecraft.server.MinecraftServer.h(SourceFile:275)
    at net.minecraft.server.MinecraftServer.run(SourceFile:216)
    at cj.run(SourceFile:490)
    It said it loaded properly, does it matter that I changed the plugin name from "war-v0.2" to "war"?
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    Spooner: sorry for the bug. The southeast corner setter tries to reset any previously set southeast corner and you must be hitting on an edge case I didn't account for.

    This code has changed substantially for version 0.3 which should come out for Bukkit pretty soon (a matter of days!). For the moment, I recommend that you shut down your server (if practical), delete any war-related files (look for war.txt, warzoneX.txt and warzoneX.dat), restart your server and try to recreate your zones following my steps in the youtube video.

    By the way, you were correct to rename your plugin jar to "War.jar". Sorry again for wasting your time with my shoddy lack of unit tests.
    EditsHD likes this.
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    It's all good, we're making an organized PvP server and this is just what we needed, I highly look forward to it working, and don't worry about the bugs, they happen, they get fixed, no harm done.
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    Figured out my issue, I didn't think about the fact that the arena I built reaches the skycap and the plugin puts down a sign, since you can't put anything down past the skycap it freaked out.
    You might make it to where if it comes across this it moves the sign down one, just a suggestion.
    Thanks again for the plugin.
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    Wow, this seems like a great mod! I can't wait for bukkit to come out so that I can try it on my server. One question though: Does the server have to be a PVP server in order for this to work? Cause currently I have PVP turned off, but I'd love to use this mod to have certain areas where players can fight each other.
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    Thanks for the feedback guys!
    Huh, interesting. Just ot let you know, a warzone will always reach the bottom and top of the world. It's a "Vertical Volume" that takes the whole height of the world and that is defined by is northwest and southeast corners exclusively. In that sense, you don't define a cuboid, just a square area that is projected up and down.

    There is no code that handles zones or zone components being squeezed together, so I'm sure you'll get funky behavior if you start overlapping things. I'll see what I can do down the road to handle more of those edge cases.
    Currently you need to have PVP turned on for the warzone combat to work, but I'm considering adding a configurable "pvpJustInWarzones" flag that disabled out-of-zone PVP.
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    Please do! That'd be great.

    Also I have an idea: Would it be possible to have it so that a cake placed by a person on one team can then only be used by members of the same team?

    Example: Red player places a cake. All players on the red team can use the cake to heal. When a blue player tries to use the cake it gives a message like "This is the red team's cake. Cannot Use."

    This would be useful for if you ever add classes, like healers and what not, with different inventory load outs.
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    Sorry, but I will not unveil my super-secret Cake Plan just yet. Stay tuned.

    Just kidding. :D

    Thanks for the suggestions; I'm always open for more ideas! Health kits and different loadouts will most probably enter the picture down the road in later version.
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    If you're open to suggestions I have a few, but no pressure man, work on what you want, mine would be game modes, this has great potential in the field of organized PvP. Capture the Flag mainly, stuff along the line of "/setflag <team> <color>" and it'd put down a colored wool that couldn't be broken by the team, only by the enemy.
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    You should see the new monuments. They work great!

    For sure I'm thinking of adding a CTF-inspired game mode eventually.
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    Anders Andersen

    cant wait to try it out on my server :D
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    Hi everyone. I just released War v0.3.

    Grab it while it's hot.

    I reported this thread so it can be moved to Plugin Releases momentarily.
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    Thanks for moving this to Plugin Releases, admins.

    Hope you guys like this release. Please let me know if you find any bugs and what improvements you'd like.
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    There seems to be a problem with inventory restoration when a player in a war zone disconnect, it doesn't restore his inventory.

    Another probem, sometimes on large play fields, when resizing a war zone, it mess up the landcscape.
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    Sorry for the bugs. They're creeping about, still. Everyone, don't forget to take regular backups! :)

    I'm already done adding the fix for the disconnect-without-getting-inventory-back problem. Signs should update properly now too. I'm gonna try to figure out what's wrong with the zone resizing. If I can do this quickly, I might just get a new build out the door soon.

    Thank you Kyrah, I really appreciate it.
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    gimme a flag :D
    You could use the monuments for it
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    david femmel

    i have a very annoying problem. whenever i go to the nw corner of the zone im about to create and type the command "/setzone massive nw" it just tells me wat the setzone command is used for.
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    If you're using one of the more recent Craftbukkit build (107-ish and up) all commands are broken. I'm going to try to get 0.4 out tonight or tomorrow.

    If you're using #87, then you may not be in the corner northwest relative to the southeast corner you've already set down. The northwest goes in the corner the clouds are flowing towards and where the sun sets.

    If you're doing that properly, then you've found a bug. Congratulations! :D Do you see anything interesting in your server log such as exceptions?
    M1sT3rM4n likes this.
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    david femmel

    im using the latest build so thats probably the problem. thanks
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    BIG report

    I found a some bugs.
    1.if you hold down punch against the glass block after a little bit it stops replacing the glass you break allowing you to pass through items
    2.if you land at a bad point (happened once) you infi die until there are no more lives left for your team and you will then restart
    3.some crashes happen if you remove zone maker from you while you are in a zone.
    4a.sometimes all of the map doesn't refresh after a game.
    5.stairs are tending to break for me sometimes
    6.if a cactus is replaced with glass you can farm the cactus repeatedly (the cactus reappears then dies every time the glass is refreshed.
    7.less bug more abusive is that you can place lava or etc beneath your opponents spawn
    8.sometimes the warhub makes teleports to places that don't exist crashing the client
    9.players die if they try to leave the arena?(not through the gate) can they either be placed into the lobby or stopped or sent to spawn.
    10.not sure if its a bug but the glass you make won't vanish till you walk away3-4 square off (away from the wall not along it)
    11.you can chuck blocks into the fence/wall around the warzone and other players can pick it up(ake the wall block bigger 5-7 should do
    12.players can shoot arrows out of the arena over the wall or through the teleport door.
    13.if a war zone is removed the war hub sometimes doesn't update
    14.if a sign is destroyed (such as how many players in the diamond spawn) it re-spawns blank

    And some features to recommend
    1.Team balancing (mid game) and if someone joins your team people who moved from an old team get moved back.
    2.Gladiator/Archer mod (only bows or only swords or only TNT works)
    3.have tnt only work in warzones
    4.NPC guards
    5.heal zones
    6.ability to call down (air strikes/bombardment) with an item being placed as a marker
    7.have no monsters spawn in the warzone or have more monsters spawn there (not checked if its there)
    8.make lives a resource and if you hold a certain flag/monument you have x amount more lives for your team
    9.'Man of the match', most (deaths,kills,assists,arrows shot,arrows hit,sword swings,damage done,kill ratio,damage ratio,moved most,healed most,captured the most monuments,built the most, gathered the most)
    10.when group permissions make people who join gain the rights/abilities of a group
    11.spawn protect
    12.areas only a certain team can go (team spawn area,capture area you need to control before you can use)
    13.rewards for winning/'losing'
    14.multiple spawn points
    15.more teams
    16.classes with different health allowances item wielding and using (engineers can place ladders and have half health and make items and cannot wield high end weapons but can use TNT,resource gatherers and also have half health and cannot wield high end weapons can get resource, warriors full HP can use all swords, healer can use basic swords can use healing items on people 1/2 health, archer uses a bow 1/2 health, spy can pretend to be other players and has an instakill sword 1 heart.
    17.customizable lobby area full sized portals
    18.have maps un-damageable/damageable choice
    19.have polygon war zones
    20.Arrow turret integration
    21.if no-one is in the map for x mins/seconds the game restarts
    22.a minimum amount of players required to start a game
    23.when the life pool runs out when players die they go to the lobbyinstead of ending the game until there are no more players left.
    24.have players able to take their own items into the game
    25.have to capture certain areas in a certain order
    26.game ending announcements
    27.easy way to identify team mates (name edit? or arour worn etc? that doesn't vanish after it breaks)
    28.change wall material
    29. have a permanent wall
    30.have team only infinite item boxes for specific classes or just getting some extra apple/cooked meat etc

    these are just the ones I found in single player testing
    Iron79, blackbinary and tommytony like this.

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