[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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    Hi, can you commit on your git hub the 1.2.3 please ? i m going to fork the project to add new stuff and add the abilities to change the starting items for the 2 mains phases.

    Thanks !
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    Wow, me and my friends love this! I was just thinking of how awesome it would be if we had some kind of unique advantage over others... I just realized I downloaded the version without it :p up until recently, I had been reloading a clean map backup after every game!

    Honestly though, great job! If you guys are interested, I've got a few ways I think the game could be improved upon...

    For example, maybe this plugin could be integrated into one off the classes/roles?

    I find that (even though I play on a flat map) groups tend to build their HQ farrrrrr away from the enemy. Closing this gap faster (whether it be to or from your base) can only be beneficial :)

    Also... Ghast Fireballs? Any way we could have 1 person per team (designate them artillery or something) fire these? Not like game-breaking machinegun fire, but every X seconds they can fire it. It'd be deflectable so it's not so overpowered so long as the target has a coordinated defender.

    Like? Dislike?

    EDIT: Forgot to add... If you guys need a map for this game... I use Lowgrass, a flat map that's 4 levels of dirt until bedrock. Found it on the Minecraft forums and so far it works okay... only problem is even if I disable all creature spawns, slimes will spawn. :p

    This map does work if you don't want people digging around the map mid-game though. If not, I'm sure some other one of those maps will work with it.

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    Thanks codezen,

    i'm going to add for each player a RED or BLUE block for the fortify phase. The RED or BLUE block will be the respawn point for the player if he died.
    These blocks can not be destroyed and must be placed @ 30 distances max of their gizmo.

    I'm going to put TNT and REDSTONE on fortify, (removed TNT from fight) and add a bow+5 arrow on the fight.
    At beginning of the fortify phase, the health of each player will be at max for every body.

    I have coded all my stuff above except putting the respawn point @ "X" distance from the team gizmo.
    I will do some test tonight.

    Some ideas for different CLASS:

    MEDIC class: If he hit an ally with a weapon (the sword ?), ally get +0.5 hearts.
    SNIPER class: Bow+Arrow ;), no other items except one cookie
    SUMMONER class: Every 10sec, he can summon a CREEPER where he wants (just aim a block and a creeper will pop).
    ELEMENTALIST: Get lots of LAVA/WATER bucket ;)

    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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    MEDIC sounds good.
    SNIPER i was thinking of trying to make the arrows do more damage the farther they go.
    SUMMONER would need to find a way to limit the number of alive creepers. i would just stay by enemy spawn all game.
    ELEMENTALIST: i think there is too much room for abuse here. would be too easy to go real high in fortify and dump lava on your whole base. wouldn't be very fun with lava everywhere.
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    SOLDAT: his RPG is a SNOWBALL doing exploding damages in a area of 3x3x3. (circle of 3 blocks diameter)
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    Ok, noob time.
    I have a few questions about this plugin.
    First off, I have PVP disabled on my server so is there any possible way I could run this plugin.
    Second off, how would I create a region for this PVP arena with custom permissions because I don't want PVP being elsewhere on the server otherthan the arena.
    3rd, does the plugin create a region in which the war takes place?
    (PVP disabled by server.properties) (TNT and Creeper Explosions disabled by WorldGuard and Essentials.)
    I'm honestly confused :D. I'd be willing to donate through paypal to whoever helps me get this setup on my server. I'm @ work right now so I'm not currently on my server but I will be home and on my server @ 3:15 EST for whoever to help me. I'll be on this forum refreshing however waiting for someone to help.

    Thanks, Daffy
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    Use essentials to disable PVP instead of the server properties. Make another world on your server with these permissions on. This plugin doesn't create an arena at the moment but you can create one and use /faSave before the battle and /faReset after the battle.
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    I also forgot to mention I am running groupmanager since the server host company I'm with supports uses mcmyadmin and the user and groups would be pointless if I didn't use groupmanager.
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    first i'd like to say that your plugin is just great. With k4b4l74 we are making a few modifications to make the game funnier.

    First, here is a screenshot of our "arena". http://shiryu.eu/arena.png
    We made it that way so players standing on the left side can see pretty much the whole map AND for the /fasave . I just added the 2 observation spots that we be used by a great archer/sniper :)
    Could be even more fun if you manage to make the arrow to deal more damage depending on the distance.

    He told you about a respawn point that every player has to set so he could respawn on it. We used redstone_ore and lapis_ore for the red/blue team. We set respawn time after 20 secondes. During "death time" ,I was thiking of a spot where players would be in the air, surrounded by glass from where he could see the map to avoid players to stand away from the map too much, Left 4 dead style ^^

    Here is the respawn point :

    So far we changed the items we use during construction phase and battle phase. We added a few more arrows (10) so it could be useful but not too much. Each player is healed at phase 1.

    SO many ideas popping in our heads so if we have something fun, we'll tell you.
    cya and keep up the good work :)
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    Getting lumps of errors with using different commands. Setting the time & resource variables seems to but I still get spammed. Then when getting resources or getting the game to work doesn't run. Here's an example.

    2011-04-13 21:35:39 [SEVERE] null
    org.bukkit.command.CommandException: Unhandled exception executing command 'fastart' in plugin FortressAssault v1.2.3
        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.keepPlayerInventory(FortressAssault.java:903)
        at ssell.FortressAssault.FortressAssault.replaceInventoriesFortify(FortressAssault.java:811)
        at ssell.FortressAssault.FortressAssault.startEvent(FortressAssault.java:623)
        at ssell.FortressAssault.FortressAssault.onCommand(FortressAssault.java:180)
        at org.bukkit.command.PluginCommand.execute(PluginCommand.java:35)
        ... 12 more
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    please update OP + Title + OP Downloadlink + Changelog to 1.2.3 ;)
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    Looks like fun, you'll have to send me your server ip so I can play test with you sometime. I'm going out of town for a couple of days though.

    Make sure your using the lastest release v1.2.3. Here: http://www.leagueofpirates.com/codezen/minecraft/Fortress-Assault-1.2.3.jar
    It's not in the OP. If you are using that version and still get errors post your plugins and i can look into it when i get a chance.
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    Yup, I'm using 1.2.3,

    Ah, plugins....ok hang on.

    MyWarp, DungeonReward, Essentials, uQuest, MultiInv, HeroChat, CraftBookMechanisms, creaturebox, BackupPlugin, PhatLoots, SignReadMore, BetterShop, Turnstile, Whitelist, FakeMessage, CraftBookCircuits, dynmap, WorldEdit, FortressAssault, Lockette, Bukkit Flow Control, WorldGuard, Tombstone, StealthLogin, MultiVerse, DeathTpPlus, mcMMO, Qukkiz, iConomy, FenceStack, CraftBookVehicles, Permissions, CraftBookCommon, EssentialsSpawn
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    is there a way and if not would you mind making one for me to edit what the players start with when going into assault mode, im no good at changing code i always break something, but great mod played for hours with my friends
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    Version 1.2.4 OUT !

    First, a Big thanks to ssell and codezen.

    Source code: https://github.com/k4b4l74/Fortress-Assault
    Jar: http://www.filefactory.com/file/cbce772/n/Fortress-Assault-1.2.4.jar

    /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.​

    Save the map @ +50/-50X, +50/-50Z, +30/-30Y​

    Restore the map​

    Set the observers respawn​


    Minimum two players (1 for each team). 2 phases, FORTIFY then ASSAULT.​
    When a player dies, he become an OBSERVER. After 15 sec, he respawns in the battle !​


    Each player start with a GIZMO, a RESPAWN POINT (REDSTONE ORE or LURPIS ORE) and 32/64/96 BRICKS.​
    During the fortify phase, each player must place his respawn point and at least a player must place the gizmo.​
    You can destroy only the BRICK block​


    During assault, each player start with:​
    • A wooden sword: does 4 damage (2 heart)
    • A iron pickaxe: does 1 damage (0.5 heart)
    • 2/4/6 Egg grenade : TNT with 1sec delay and yield of 1.5
    • 4/8/12 Snowball Snaring: 0 dmg but 50% snaring the player hit
    • A bow with 5/10/15. Each arrows burn the target 4sec for a total of 2 damage.
    • 6 Ladder
    • A cooked fish
    • A bread
    On assault phase, you must destroy the ennemy Gizmo. You can destroy all blocks except GLASSES but ypu can place only BRICK block.​

    When a player died, he enter in observer mode. He is teleported to the observer spawn point (set with /faSpec) and can not do any damage at all. After 15 seconds, he respawn on his respawn point. Try to make a prison glasses and do a /faSpec inside so the observers can see the battle but can not break the glass !​

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    I so so so so want to try this mod. I feel all warm inside! xD
    Unfortunally the download link doesn't seem to work :(
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    I'd stay with the 1.2.3 for now, works fine.

    Your download for 1.2.4 doesn't work though, k4

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    Wow you have a talent to say... nothing at all, I just reported the fact that the download didn't work :O
    And it seems you have read it! And he didn't release 1.2.4 for no reason, means its updated, so why would I
    want that the older version.
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    I just emailed kabal so he'll fix today :)
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    Are there permissions with this? or can only Ops use the commands or what? I definitely cannot trust my players with the /faStop command or any others.
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    I have the same question :O
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    Make it so it is easier to put people on teams. Maybe a couple options. Randomly split people into two teams. If odd number one team gets an extra player. Also a way to automate putting people on teams manually. Maybe say something like /faAddBlue and then each person the player clicks on is added to blue, obviously then have an /faAddRed to do the same for red.

    Would also be nice to have the ability to toggle the block destruction prevention. For instance we have had some fun with the pre 1.2.4 versions with digging down and hiding the gizmo and making terrain changes during the fortify stage.

    Also the ability to change the delay a team gets to reset the gizmo when the enemy has clicked it. 5 seconds can be pretty short on larger arenas.

    This is probably a spin off of this plugin, but we would LOVE to see this turned into capture the flag. Where each team has a base point (where a gizmo is put down) and that is where their flag is. When the other team reaches the gizmo they pick it up and try to take it back to their gizmo to score a point (and then the gizmo is sent back to its teams spot). You can only score a point by bringing the enemy's gizmo back to your base and touching your gizmo in its home base point. If someone carrying the gizmo is killed the gizmo drops right there until someone on that gizmos team can touch it which sends it back to its home base point. Games could be set to play to certain scores (1 for a quicky or whatever for longer matches). Only thing would be that it would be nice if the gizmo was visible when placed on the ground and could be picked up just by running up to it, and when a player is carrying the gizmo he shows up different so players know he is carrying it.
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    yes you need to set permission for each command.

    I can set a flag for preventing block destruction or not on fortify phase.

    What i'm going to add soon:

    /faAddRed or /faAddBlue => if a player get permission, this is an autoadd !

    /faFortifyConstruct 0/1 (default: 0): if 0, you can not construct/damage block excepted BRICK during this phase. If 1, only respawn point and nexus can not be DAMAGED (like 1.2.3).

    /faAssaultBuild 0/1 => (default: 0) : if 0, you can not place block except BRICK. If 1, you can place all block you get on the map by destroying it (stone, dirt, etc.., like in 1.2.3).

    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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    I'm sorry if I overlooked it but how do you leave a game? We had to remove the plugin to allow people to leave the game unfortunately. Using 1.2.4
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    That ends the game, but wont let people leave. If I start a new game they are still in it.
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    It's so loOoOong... cleanup everything after the game
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    Is there anyway to make the /faSave to a file? Only because I built a special arena for Fortess Assault and i have my server refresh every 6 hours which in turn removes the saved map area.

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