[INACTIVE][FUN] FortressAssault v1.2.2 - Build, Attack, Defend Group PvP Game [670]

Discussion in 'Inactive/Unsupported Plugins' started by ssell, Mar 24, 2011.

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    Fortress Assault - Group PvP Game
    Version: v1.2.2

    Major thanks to codezen for providing v1.2.0+!
    Note: This post has not been fully updated to represent the changes in 1.2.0. It will be updated later tonight. For full list of changes, see this post.

    Join with a group, build a fortress, and try to destroy the opposing team's Gizmo while defending yours!

    During this initial phase of the game, you and your teammates construct the fortress that will house your Gizmo. The Gizmo is a special Sponge block that may only be placed once per team, so be careful of who/where it is set down.​

    At the start of the phase, all inventories are saved and stored away and the players are provided with building resources. Everyone participating is made invulnerable to prevent fall damage and protect against over-zealous enemies.​

    When time is up, the next phase begins. But make sure the Gizmo is placed. Any team that has not placed it will automatically lose!​

    This is the time for PvP!​

    Inventories are once again replaced with the patented BattlePack that provides all players equal armor, weapons, food, and other useful items.​

    During this time, all PvP between players is monitored, so that at the end of the game the stats (kills/deaths/destructions) can be printed.​

    But nothing else matters other than destroying the other team's Gizmo before they get yours! Simply hit it and it will begin a 5-second self-destruct. If no one on the opposing team has canceled the self-destruct (by hitting it after you have), then you and your team wins!​

    Also during this phase, when a player dies and respawns they are provided with replacement gear so they do not have to enter the battle naked.​


    /faTime <IntegerValue>
    Set how long the Fortify phase lasts. Default 5 minutes.​

    /faResource <1-3>
    The amount of resources provided at the beginning of the Fortify phase. 1 = little, 2 = normal, 3 = lots.​

    /faAdd <TeamColor> <PlayerName>
    Adds the specified player to the team. BLUE or RED teams only.​

    Begins a game. Each team needs at least one member.​

    Stops the current game and returns original inventories.​


    Minimum two players (1 for each team).​

    If possible, do not play on the 'Peaceful' setting. The automatic replenishing health interferes with the pre-death check and will cause premature awarding of PvP kills/deaths.​

    There is also no guarantee for the safety of your original inventory. Disconnecting or rare bugs may cause the mod to fail to restore your inventory when the game is over.​

    Because of this, if you are carrying something you can not afford to lose, stash it before playing.​

    Generally though, there should be no issues with this.​

    • /faQuit, /faSwitch, /faTimeLeft commands
    • Maintain an external inventory list in the event of server shutdown during game.
    • Cleanup/Optimize code
    • Any other suggestions that come up.
    Known Bugs

    • Mod forgets about players when they die. They are re-added to the mod when they respawn but this delay may prevent players from appearing in the battle report if they are at the 'dead' screen when the game ends

    Initial release to Bukkit Forums
    kahlilnc and claytja like this.
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    Added a fork to the Git and sent pull request.

    Version 1.2.0
    Gameplay Changes:
    Changed gismo block to obsidian to prevent it dying from TNT.
    Players are given either gold or chain armor to identify their team.
    Players do not need to be re-added for next game, offline players will be removed at game start.
    Mob/Enviroment kills will no longer cause player to drop loot.
    Gizmos should reset properly now at the end of round.
    Player inventory should now return in most cases.
    If player was dead when game ended they can now use the /faReturn command to give inventory back.
    Commands are no longer case sensitive.
    New command /faTeams will show teams.
    Updates to existing /faAdd command :
    /faAdd - will add current player to lowest team if used alone.
    /faAdd playername - will add specified player to lowest team.
    /faAdd team playername - will add player to specified team (unchanged)

    Code Changes:
    Removed redundant player lists to use one main list that stores everything we need.
    Others code optimizations/restructuring.

    Known Issues:
    There are probably still some inventory return issues, such as joining a game in progress.

    Updated jar can be found here:
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    Oh wow, thanks man.

    I have been too busy to give this plugin the attention it deserves, so I really appreciate it!

    edit: I put your new .jar in the OP and gave credit at the top. I am at work now, so when I get home I will properly update the OP with all new information.

    Thanks again :)
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    when will this be for 670?
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    If v1.2.0 that codezen just made doesn't work, I will update it tonight.

    edit: Also tonight, I will move the .jar to github so its not hitting your private hosting @Codezen
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    I just tested with 670 and I see no issues.

    The file is so tiny it doesn't matter, either is fine by me.
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    ok thankyou very much i will be trying this tonight when I get home.
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    you might want to change this to having a block on their head, like War does..
    although they both have the same durability, chainmail has 100% damage absorption ( x item health)
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    I will look into making that change tonight.

    I remember when I first saw War (after I already made this) and thought to myself 'Self, why didn't I think of that?'.
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    Hmm, your sure? I'm my tests it took the same number of hits to kill a player with either armor.
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    i was, but then i double-checked & can't find where i thought i found that info.. :confused: removed, maybe?
    so, maybe gold vs chainmail is fine.. ;)
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    any plans for making spawn points for it?
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    I seem to be having an issue, I got everything set then I type /fastart and it says it started but with an internal error.
    and we cant do anything nor get anything.

    08:19:15 [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'fastart' in plug
    at org.bukkit.command.PluginCommand.execute(PluginCommand.java:37)
    at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:80)
    at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:254)
    at net.minecraft.server.NetServerHandler.c(NetServerHandler.java:596)
    at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:559)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:553)
    at net.minecraft.server.Packet3Chat.a(SourceFile:24)
    at net.minecraft.server.NetworkManager.a(NetworkManager.java:198)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:72)
    at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:368)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:283)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:375)
    Caused by: java.lang.NullPointerException
    at ssell.FortressAssault.FortressAssault.storeInventory(FortressAssault.java:586)
    at ssell.FortressAssault.FortressAssault.replaceInventoriesFortify(FortressAssault.j
    at ssell.FortressAssault.FortressAssault.startEvent(FortressAssault.java:484)
    at ssell.FortressAssault.FortressAssault.onCommand(FortressAssault.java:144)
    at org.bukkit.command.PluginCommand.execute(PluginCommand.java:35)
    ... 12 more
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    Looks like it's messing up when trying to store the inventory. Did any of the players have something special in their inventory? Maybe something added by another plugin? I'm going to update how it stores player inventories.
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    We're having the EXACT same problem. If you run /fastop it will actually take everything AWAY from you though. We're running quite a few plugins though, so methinks something is conflicting with the way it stores inventories, like you said.
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    I completely changed how inventory is being stored, similar to how WAR does it. I also added some NullPointerException catches. So if it fails at storing hopefully it will still be somewhat playable.

    If you guys still have issues can you post your server setup? plugins/etc or even better zipped up without world map files should be fine.

    EDIT: New .jar added, fixed a some plugin conflicts, send me your plugin list if you get errors.

    The new jar is here:
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    Thanks for all the help with this. What little time I have to work on plugins, I am putting towards TentThis. I will put your updated .jar in the OP.
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    This plug in is amazing! Kudos! Much fun! One thing I have noticed is that it does NOT take away your armor after the match but does replace my inv.
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    nope I get the same error and we never get our inventory like we should nor the sponge thing and it says start fortifying and then internal error.
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    request permission support. atm players who knows plugin's commands can build their buildingproject with /faresource 3 ;)

    and a zone like plugin "War" would be also nice, so all in this zone is not possible to take out or bring something from outside in.

    and if you could make like spleef a snapshot of area at setting area and then after a gameround, the deformated area will be resetted to that snapshot (actually i'm using bigbrother for that).
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    No problem, I'm having fun with it. Thanks for the groundwork.

    Are you using the most recent version? I squashed that bug not long ago.

    I jumped on your server, looks like your using alot of plugins. can you give me a list which? or perhaps a zip of plugins dir? I'll make sure whatever is conflicting gets fixed.

    All this is planned, Also I was playing around with classes with special abilities. right now i have a Scout who can jump 2 blocks high or double jump to get 3 blocks high. Also a pyro class which can set blocks on fire. I wont enable these till i get the zone stuff working. I don't want a pyro burning stuff down.
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    I tried the new .jar as well, and got the same error.

    Here is a zip of our plugins directory. I removed CowPaths & Dynmap folders as they were huge. Hope it helps!
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    yes sir sorry I wasnton I was watchin a movie ill send u a pm of my plugins in a rar for you to download.
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    Are you sure your tried the new .jar? 1.2.2 is the update which fixed conflicts. You have 1.2.1 in that zip. I just tested your plugins with 1.2.2 and it looks like everything is ok.

    Thanks for your plugins, I tested them with version 1.2.2 and your problems seem to be solved. Let me know if you have any further issues.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 13, 2016
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    dude, i am retarded maybe. No, we didnt have the right .jar

    It all appears to be working now! it took away and returned the inventories correctly.

    Keep up the good work!
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    yay it works I have 1 request though, possibly make it to where after the winner has been decided all this and that it destroys what was built by the 2 teams.
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    New version 1.2.3

    Added a crude battlefield resetting ability.
    /faSave will save everything 50 blocks around the player, and 20 blocks above/below.
    /faReset will reset the map to how it was when the /faSave was used.
    (saved data will not persist through server down)

    Two classes so far, this may be buggy. Class is NONE by default and you need to be an OP or have the right permission to change your class. Have your weapon equipped and hit your drop item key (Q is the default) to use your special ability. /faClass to change class.

    Scout can jump 2 blocks high with special ability, 3 blocks can be acheived if used right after a regular jump.
    Pyro can set blocks on fire with special ability and are immune to fire. More to come. I'm currently working on engineer with deployable sentry.

    Added Permissions support:
    fa.player - to be able to play at all.
    fa.save - to be able to save the map (trusted players, you don't want them duping using this)
    fa.reset - to be able to reset the map
    fa.start - to be able to start the game
    fa.stop - to be able to stop the game
    fa.class - to be able to change classes (pyros can light blocks on fire, keep this off if you don't want that)
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    The radius "50" on x,z and "20" on y should be settable by command (and default value in config and save actual values into persistance file). how about you take the warzone tool from plugin WAR Source? So it has invisible walls and no one can take something out of the warzone by placing a chest outside /fareset with "stolen" items.

    Probably you plugindevs could work together, making in example a coreplugin and then addons which using coreplugins and add different modes:
    1. War (TeamDeathMatch&CaptureTheFlag)
    2. FortressAssault
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    ty for adding this :)
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    only thing i would add is to have the battle field defined and be able to swipe after the game ends. I have to clear up the whole battle field so we cans tart fresh after each game. But other than that great mod
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    First off! Great plugin!!!
    My friend and I just tried it out and its great! Although for the /fasave you should make it more than 50 blocks... because people tend to build their fortresses pretty far away

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