[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

    Tanite

    I'm not sure, I just saw it when I flipped over to the console. I had VoxelSniper installed, and that uses the arrow (by default to delete blocks via right-click) so that may have been part of it. But I think I've seen that error in other plugins recently too where the devs had to fix it. I'm not familiar with the java though so I couldn't say what it means.
     
  3. Offline

    Inscrutable

    Code:
    2011-08-27 11:40:34 [SEVERE] Could not pass event ENTITY_DAMAGE to HookShot
    java.lang.ClassCastException: org.bukkit.craftbukkit.entity.CraftSkeleton cannot be cast to org.bukkit.entity.Player
        at me.salamijack.HookShot.HookShotEntityListener.onEntityDamage(HookShotEntityListener.java:65)
        at org.bukkit.plugin.java.JavaPluginLoader$59.execute(JavaPluginLoader.java:656)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:338)
        at net.minecraft.server.EntityArrow.m_(EntityArrow.java:183)
        at net.minecraft.server.World.entityJoinedWorld(World.java:1212)
        at net.minecraft.server.WorldServer.entityJoinedWorld(WorldServer.java:48)
        at net.minecraft.server.World.playerJoinedWorld(World.java:1194)
        at net.minecraft.server.World.cleanUp(World.java:1110)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:450)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:363)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    2011-08-27 11:40:35 [SEVERE] Could not pass event ENTITY_DAMAGE to HookShot
    java.lang.ClassCastException: org.bukkit.craftbukkit.entity.CraftSkeleton cannot be cast to org.bukkit.entity.Player
        at me.salamijack.HookShot.HookShotEntityListener.onEntityDamage(HookShotEntityListener.java:65)
        at org.bukkit.plugin.java.JavaPluginLoader$59.execute(JavaPluginLoader.java:656)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:338)
        at net.minecraft.server.EntityArrow.m_(EntityArrow.java:183)
        at net.minecraft.server.World.entityJoinedWorld(World.java:1212)
        at net.minecraft.server.WorldServer.entityJoinedWorld(WorldServer.java:48)
        at net.minecraft.server.World.playerJoinedWorld(World.java:1194)
        at net.minecraft.server.World.cleanUp(World.java:1110)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:450)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:363)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    2011-08-27 11:40:38 [SEVERE] Could not pass event ENTITY_DAMAGE to HookShot
    java.lang.ClassCastException: org.bukkit.craftbukkit.entity.CraftSkeleton cannot be cast to org.bukkit.entity.Player
        at me.salamijack.HookShot.HookShotEntityListener.onEntityDamage(HookShotEntityListener.java:65)
        at org.bukkit.plugin.java.JavaPluginLoader$59.execute(JavaPluginLoader.java:656)
        at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
        at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:338)
        at net.minecraft.server.EntityArrow.m_(EntityArrow.java:183)
        at net.minecraft.server.World.entityJoinedWorld(World.java:1212)
        at net.minecraft.server.WorldServer.entityJoinedWorld(WorldServer.java:48)
        at net.minecraft.server.World.playerJoinedWorld(World.java:1194)
        at net.minecraft.server.World.cleanUp(World.java:1110)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:450)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:363)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    
    Bukkit RB#1060, Server 1.73. Hookshot 1.3.2. (also Multiverse 2.0 and a buncha other plugins...)

    No one was using Hookshot, skeletons seem to throw errors when firing arrows.
    No crash or visible errors in game, but lots of console spam.
     
  4. Offline

    bob3695

    I seem to be having a issue on build 1060. I tested on my test server with very little plugins (no cheat protection or anything) and for very short distances, it seems to work...but if I go slightly further I get dropped halfway to my arrow and get an error saying it got positiong X then expected X. Any ideas what might be going on?
     
  5. Offline

    SalamiJack

    Interesting, I'll check out the code involving non-player entities.


    Ah, the moved wrongly error has been something that has plagued this plug-in since the beginning, and believe it or not it's been mostly stomped out. I find that this error is mostly caused when the user tries to pull to areas where there is a block 1-3 spaces above where the area hit. (Like an overhang or lip).

    If this doesn't seem to be the case, I'd ask you to try and notice particularly in what situations you are only getting pulled half-way to.
     
  6. Offline

    bob3695

    Well, after a bit more testing here are the results:

    On a test server with just HookShot, it could do short distances, but even if I tried to go ~10 blocks to the top of a hill it'd drop me about half way there.

    On my production with a bunch of plugins including NoCheat, it pulls me like 2 blocks...no matter what.
     
  7. Offline

    SalamiJack

    Odd, it's working just fine for me. Is allowflight set to true in your server properties?

    Hopefully this should fix some of your issues!


    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.

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

    andrewkm

  9. Offline

    bob3695

    Yes it is as I allow admins to use flight.

    Will test out the new version and report if there are differences.

    Spout is the problem child... I remove spout, this works perfectly. I have spout, It goes all screwy during the pull to the hookshot.

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

    SalamiJack

    I should have mentioned that! For some reason Spout's recent update did the same to me, and I removed it. The odd thing is it worked perfectly in Spout's previous versions...
     
  11. Offline

    GothikaGeist310

    Damn so it is screwy, think you can fix it? Or is it on Spout's side?
     
  12. Offline

    SalamiJack

    Honestly for me to fix it I'd have to create an entirely new way to "pull" players, the method I have now for some just doesn't agree with Spout at all. It may be possible to fix with some work though.
     
  13. Offline

    andrewkm

    @SalamiJack
    It is working with the arrow however when changing to the string the pull thing is glitchy and just doesnt pull the player.
    I've read your above posts and see it is a problem with spout, however spout is becoming a massive necessity, example for Logblock, as well as the new future anti-grief called LogHawk (BB, LB, and Hawkeye forming into one) - therefore it wont be removed by many users - and this plugin may die because of it :(
    -
    Please find a way to work around this, as this plugin would be quite fun to have.
     
  14. Offline

    SalamiJack

    Here's a repost of my response to questions regarding Bukkit compatibility from BukkitDev.

    "Will the Spout incompatibility ever be fixed?"

    I wish I knew, it use to work perfectly with Spout, but something in one of Spout's newer updates randomly changed how Spout handles the pull function as opposed to a normal Bukkit server.
    I'm hoping with some work and research I'll find a new pull method only possible in Spout (which will probably be smoother and cleaner given the possibilities it provides), that way I can have it default on a certain behavior based on whether or not Spout is active on a given server, making it work for either.
     
  15. Offline

    andrewkm

    @SalamiJack
    Ah ic :) Well all the best and hopefully something can be done! Goodluck - hope to use this amazing plugin one day :D
     
  16. I recently uninstalled hookshot to use arrows for fighting but my arrows still do no damage they start flashign when the hit a person and disapear whats wrong with it?
     
  17. Offline

    SalamiJack

    That means another plug-in is causing the problem, not Hookshot. You can still hurt monsters with bows with Hookshot installed.
     
  18. Offline

    andrewkm

    @SalamiJack
    any ideas regarding those spout issues?
     
  19. That means another plug-in is causing the problem, not Hookshot. You can still hurt monsters with bows with Hookshot installed.

    arrows not working issue solved!

    actually the cause was i had monsters disabled on my server with mymcadmin and apparently that makes arrows not work..
     
  20. Offline

    Laon8orsSon

    AMAZING!!!
    BUT! sometimes my people get kicked for speed :p
     
  21. Offline

    SalamiJack

    There's a plug-in that keeps that from happening, it's the MovedTooQuickly plug-in listed in the OP. :)
     
  22. Offline

    Laon8orsSon

    would that disable the whole thing though? Or would it still detect speedhack?

    nevermind, ill just disable it. The people can tell me if people are speedhacking

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

    andrewkm

    @SalamiJack
    does this work with spout yet? Or have you given up on the plugin?
     
  24. Offline

    Syd

    WIll you update this Plugin?
     
  25. Offline

    MindlessKyle

    Please update this dude! I love this plugin.
     
  26. Offline

    SalamiJack

    Update:

    I am currently revising the code, I plan on releasing a new version for Minecraft 1.2 when it is released!
     
    MindlessKyle and Inscrutable like this.
  27. Offline

    Syd

    @SalamiJack
    Thank you! :)

    Ironically I started to rewrite it by myself yesterday. If you are interested I could send you my source code. (It worked , but maybe needs some polishment)
     
  28. Offline

    MindlessKyle

    How goes the updating? :)
     
  29. Offline

    blackhawk185

    Can you please update this plugin to 1.2.5?
     
  30. Offline

    Tonkovich

    I will begin updating this plugin..stay tuned :D

    (I'm tried now so ill do it in the morning :D )
     
  31. Offline

    Syd

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