[FUN] HookShot v1.3.3 - Scale mountains with a Hookshot [1060]

Discussion in 'Inactive/Unsupported Plugins' started by SalamiJack, May 7, 2011.

  1. Offline

    SalamiJack

    HookShot - The Hookshot Plugin:


    BukkitDev Link: http://dev.bukkit.org/server-mods/hookshot/


    Attention! If you are having issues with "Moved too quickly" kicks, use http://robinvandervliet.nl/plugins/NoMovedTooQuicklyKick/!

    Version:v1.3.3

    HookShot is a plugin that allows users to fire an arrow as a "hook", and then use string to pull themselves towards it! Right-Click whilst holding arrows to fire a "hook", then right-click whilst holding string to "pull" yourself towards the hook! Consumes string per use!

    Now Uses Permissions! Add 'hookshot.use' to use! Hooks are NOT a replacement for bows, hooks no longer do damage!

    Features:
    • Right-Click whilst holding arrows to fire them as a "hook"!
    • Right-Click whilst holding string to "pull" yourself to the hook!
    • Allows another use for string!
    • Scale tall mountains with ease!
    • Editable config allows you to set the "hook" item, "pull" item, "pull" cost, and if there's a cost at all!
    • Want to scale up flat walls? Holding shift, then "pulling" causes a block to be placed beneath you simulating you "gripping" the wall. When you stop holding shift, the blocks disappears.


    Jar:http://dl.dropbox.com/u/28518857/HookShot.jar
    Source:https://github.com/dggriffin/HookShot

    Changelog:

    Version 1.3.3

    • Updated code to adapt pulling differently based on hook to player distance formula. Hopefully should reduce issues with moved wrongly errors.
    • Fixed exception thrown when players right-click with string with no hook fired.
    • Fixed exceptions thrown when skeletons shoot arrows.
    Version 1.3.2

    • Updated EntityListener to ensure hooks do not damage players or mobs.
    • Players can no longer pull to their hooks unless it has landed. No more flight :)
    • Changed Dirt block to Glass
    Version 1.3.1

    • Attempted to fix odd Permissions issue...
    Version 1.3.0
    • Cleaned up source code and updated it to the repository.
    • Made the "pulling" cleaner and more efficient, should result in much less movement errors
    • Dirt blocks now correctly disappear
    • The hook now has 10 more blocks of range in all directions
    • Half blocks are no longer destroyed when pulled to
    • Damage issue should be mostly resolved
    Version 1.2.2
    • Fixed glitch that caused players to teleport sequentially to their past hooks and place non-disappearing dirt blocks there.
    Version 1.2.1
    • Fixed the issue allowing other players to use your hook.
    Version 1.2
    • Added Pull Simulation
    • Added config file which lets you edit the hook item, pull item, pull cost, and if there's a cost for pulling at all
    • *Hopefully* fixed the glitch allowing players to be sent to other player's hooks
    • *Hopefully* fixed noclip error
    • Want to scale up flat walls? Holding shift, then "pulling" causes a block to be placed beneath you simulating you "gripping" the wall. When you stop holding shift, the blocks disappears.
    Versions 1.1.1
    • Added support for non-permission users
    Version 1.1
    • Added Permissions support ('hookshot.use')
    • Arrows now correctly subtract, you can still pick up the "hook"
    • Hooks do not damage monsters, animals, or players.
    Version 1.0

    • First Release!
    Known Bugs:
    • Pulling into corners or other odd areas can lead to the player "bouncing" off the surface.
    • Pulling from a large distance can sometimes cause the player to be auto-kicked for moving to fast in respect to the server.
    • Doors will still be destroyed when pulled to
    Upcoming Features:

    • Configurable string cost, hook distance, "hook" item, "pull" item, and iConomy support.
    • Simulate pull effect rather than simple teleport.
    • Allow for players to only pull to server specified blocks
    • Possibly change up the arrow/string system
     
  2. Offline

    SalamiJack

    Potentially, although the fishing rod already casts a lure when you right-click.
     
  3. Offline

    Delois

    Major issue: People are getting pulled to last hook fired by anyone. It should only be last hook fired by you I would think.

    EDIT: Another major issue: it is possible to noclip through one block using this when you shoot an arrow with a hallow wall, keep holding the forward button as you pull and you go through the wall.

    EDIT 2: Its not always forward button, it depends on way you face after yah get moved there.
     
  4. Offline

    X 8P X

    i feel special xD
     
  5. Offline

    moonjokes

    I would absolutely love this plugin if there was a way to make it where you can only hookshot to a specified configurable block. I would want to use it in a puzzle map in that way.
     
  6. Offline

    SalamiJack

    I see, I'll get working on that.

    Unfortunately, the no clipping can be a problem, the best remedy at this moment is just to not move whilst pulling, because the noclip is also what handily allows players to "latch" onto walls after pulling. I'll look into another way to accomplish this...Like a block that stays beneath where the player pulled too while he is holding shift, then disappears when the player releases shift.
     
  7. Offline

    Delois

    The no cliping thing can be an issue since people can get into places not intended for them to be. Sometimes, there can be no way out if the area is worldguarded.
     
  8. Offline

    Dino Filippini

    Just installed it for our server, works like a charm and is a wonderful short range jump system (with some realistic death situations if you try to hook shot straight up)

    I have had minimal situations where people get caught in walls and suffocate, not very often though, and as of now I find it to be marvelous. Many thanks good sir.
     
  9. Offline

    Delois

    This was in my log for yah:
    Code:
    2011-05-09 01:10:44 [SEVERE] Nag author: '<NoAuthorGiven>' of 'HookShot' about the following: onPlayerJoin has been replaced with a new signature, (PlayerJoinEvent)
     
  10. Offline

    Astrum

    Why not make the fishing rod shoot a arrow.
    Make it so you have to "attach" a arrow to the fishing rod to use it as a grapling hook?
    Eg. You right click with a arrow(or maybe crouch) then right click with a fishing rod, then right click to fire the hook?
    Fixes your problem with fishing lure. =D
     
  11. Offline

    sexy vampire

    woot awsome just like zelda :D im adding this to my server
     
  12. Offline

    Kuja_Diartua

    I think it shouldnt teleport to the point. maybe it should drag you to the point slowly, while you keeping right button pressed
     
  13. Offline

    SalamiJack

    While that would be awesome, simulating a pull is proving to not be the most simplest implementation in the world. Especially with the wonky restrictions surrounding the launching of players.

    I CAN give you all a pull, but at the moment it'd be less effective and more prone to bugs than what the current build accomplishes with a teleport. For this reason, I will continue to try out new things until I can create something that doesn't sacrifice functionality.
     
  14. Offline

    Darkbanisher

    It would be better to pull a player to a new position rather than teleporting them as I saw on the video (unless thats just cause you cut a part out.)

     
  15. Offline

    Monkah

    How about a fishing rod instead of a string?
    That, and perhaps actually moving to it instead of teleporting to it. Like a jump.

    PS: I think the pull thing would be worth bugs.
     
  16. Offline

    Joseph Goodley

    Pretty awesome... especially with the le parkour mod. But could you make it more pully instead of teleporty?
     
  17. Offline

    PsychoNecrosis

    The great and mighty console window wishes to inform you that

    onPlayerJoin has been replaced with a new signature <PlayerJoinEvent>

    That is all :)
     
  18. Offline

    SalamiJack

    I've been working on an actual pull effect, but Notch has made the server extremely picky about odd character movement. So for now, I think it's important the hook shot have it's main functionality and look less cool, rather than look cool and hardly work in a stable and proficient manner. ;)
     
  19. Offline

    PsychoNecrosis

    I honestly prefer arrow/string, perhaps a config file option would be best eh
     
  20. Offline

    SalamiJack

    Oh it'll most likely still be arrow/string! Just instead of an instant teleport there will hopefully be what is like a long jump made by the player.
     
  21. Offline

    ScorchRaserik

    I like the idea of configurable item consumption. I don't see a cost to use the hookshot necessary for my server.
     
  22. Offline

    Specops343

    So yeah, for some reason whenever i shoot the hook, it focuses a ray of lightning of the area i aimed at? Any idea why this is happening? CB 733
     
  23. Offline

    SalamiJack


    I'd check the other plugin's you have currently running. There's nothing in the code to initiate lightning at all.
     
  24. Offline

    PsychoNecrosis

    Sounds like you have a lightning wand bound to your arrow in one of your configs. Happy hunting :p
     
  25. Offline

    Specops343

    Haha, yep i figured it was something like that. AZP :/
     
  26. Offline

    SalamiJack

    Small update: The pull effect is coming along better, there are just two main issues with it:


    • If the hook is fired onto a block with a block above it, the player for some reason "bounces back" and isn't teleported correctly.
    • If the hook is a certain distance away, the player is auto-kicked for "going too fast."

    It's been a real pain in the ass because mostly everyone avoids anything involving forced player movement..Hopefully I can get the bugs hammered out enough to where I feel like they don't ruin the enjoyment of the plug-in. I may post of video of the simulated pulling later.
     
  27. Offline

    G1R Productions

    18:23:01 [SEVERE] Nag author: '<NoAuthorGiven>' of 'HookShot' about the following: onPlayerJoin has been replaced with a new signature, (PlayerJoinEvent)
    18:23:39 [SEVERE] at java.net.SocketOutputStream.socketWrite0(Native Method)
    18:23:39 [SEVERE] at java.net.SocketOutputStream.socketWrite(SocketOutputStream.java:92)
    18:23:39 [SEVERE] at java.net.SocketOutputStream.write(SocketOutputStream.java:115)
    18:23:39 [SEVERE] at java.io.DataOutputStream.writeInt(DataOutputStream.java:183)
    18:23:39 [SEVERE] at net.minecraft.server.Packet30Entity.a(SourceFile:119)
    18:23:39 [SEVERE] at net.minecraft.server.Packet31RelEntityMove.a(SourceFile:63)
    18:23:39 [SEVERE] at net.minecraft.server.Packet.a(Packet.java:121)
    18:23:39 [SEVERE] at net.minecraft.server.NetworkManager.e(NetworkManager.java:96)
    18:23:39 [SEVERE] at net.minecraft.server.NetworkManager.d(NetworkManager.java:231)
    18:23:39 [SEVERE] at net.minecraft.server.NetworkWriterThread.run(SourceFile:90)
     
  28. Offline

    SalamiJack

    Yeah, i need to take care of that nag. Though I don't believe the rest of the severe messages following are because of HookShot..Do those go away as well when the plug-in is removed?

    Version 1.2 released!!

    Video is uploading now!

    Changelog:
    Version 1.2

    • Added Pull Simulation
    • Added config file which lets you edit the hook item, pull item, pull cost, and if there's a cost for pulling at all
    • *Hopefully* fixed the glitch allowing players to be sent to other player's hooks
    • *Hopefully* fixed noclip error
    • Want to scale up flat walls? Holding shift, then "pulling" causes a block to be placed beneath you simulating you "gripping" the wall. When you stop holding shift, the blocks disappears.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Jul 16, 2016
  29. Offline

    GiantCreeper

    Perfect plugin, Only problem is I got to find out why its kicking me for too fast movement when I use it.
     
  30. Offline

    Delois

    Getting better.
    My users are still claiming to be pulled to other peoples hooks though. These are the curent glitches found with our testers:

    Many kicks for flying/moving to fast (known)
    We are still getting pulled to others arrows
    No cliping can be done with block above only now (Not a big issue for me, just reporting it)
    Sometimes arrows fired are not being able to be pulled to. (Spent a bit testing, sorry could not find a pattern with this :( )
    Forgot the nag: '2011-05-10 09:36:30 [SEVERE] Nag author: '<NoAuthorGiven>' of 'HookShot' about the following: onPlayerJoin has been replaced with a new signature, (PlayerJoinEvent)'

    EDIT: the not arrows being pulled to MAY of been someone else trying to use

    EDIT: just updated to 766, still works the same way 740 did.
     
  31. Offline

    SalamiJack


    The moving too fast thing is a major annoyance, so far it seems to only happen over the longer distances. I think this can also be affected by the server's resources as well. Also, make sure players aren't getting kicked for "floating too long." This means you need to set flight to true in your server properties.

    I think I know the exact problem with pulling to others arrows now, the main issue was I didn't have anyone else on to help me test that specific issue. Also, if you've fired a hook and when you try to pull you get a "No hook to pull to" message, that most likely means someone else tried to pull to your hook.

    Quick Update:

    Fixed issue allowing other players to use your hook.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Jul 16, 2016

Share This Page