Inactive [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin [1317]

Discussion in 'Inactive/Unsupported Plugins' started by Drakia, Feb 10, 2011.

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    Stargate - The Bukkit Port. A portal plugin.
    Version: 0.6.10
    CraftBukkit: 1317
    Addons: Stargate-DHD

    Plugin Dependencies:
    Permissions 2.x/3.x (Optional)
    Register (Optional, will allow any Economy plugin to be used)

    I require a few things to offer support to you. First, I need you to enable debug mode (set debug to true in the Stargate config.yml file). Second, I need you to post your server.log file to and post a link to that in the topic. Then I need you to paste both your Stargate config.yml, and your Permissions config to and link to those as well. Without this information I will be unable to help you, so do yourself a favor and post the required information!

    This plugin supports Permissions 2.x/3.x as well as SuperPerms via the PermissionsBukkit plugin or another SuperPerms manager.
    This plugin supports Register -- This will allow use of any economy plugin that Register supports

    This is a port of the Stargate plugin from hMod - Originally by Dinnerbone/Sturmeh.
    Create gates that allow for instant-teleportation between large distances. Gates can be always-open, or triggered, they can be hidden, or accessible to everybody, they can share a network, or they can be split into clusters.


    Language Packs
    ============= -- German (Thanks EduardBaer) -- Dutch (Thanks Grovert11) -- Russian (Thanks ckr@jk) -- French (Thanks Dauphin14)

    Known Issues

    User Videos
    ============= - Tutorial video by @BIG_PIP_IN - A few notes:
    1) The 'F' option is actually to create a 'F'ree gate. A fixed gate is when you specify a destination on the second line.
    2) The button is automagically created for you, so there's no need to actually place a button, but no harm in it either

    I now fully implemented SuperPerms support, which meant an overhaul of the Permissions nodes. I also removed the network/world filter options as they are completely handled by Permissions now with no need for an option. The new permissions nodes means you may need to redo your permissions setup.
    A child node (indented) will be given if a player has the parent node (So a player with stargate.use will have access to all* nodes essentially, though it's not implemented like this you can think of it like this).

    If you want to have more control over who can use what network, first set the stargate.use permission to false (This is REQUIRED, as it defaults to true, and is a full override). When using the network/world nodes, you will need to set up BOTH nodes, leaving out either or will result in 'Permission Denied' errors.
    Once you have disabled stargate.use, you can either give individual{name} nodes, or give them and set specific{name} nodes to false to deny access to those specific networks.
    Worlds work in the same way, though with{name}. (Make sure to set up both AND nodes to avoid Permission Denied errors).
    Create and destroy permissions work along the same lines, stargate.create/stargate.destroy will override all other options, if you want more fine-tuned control first set those permissions to false, then give and use the subnodes to remove specific networks/gates.

    If you are not using stargate.use, stargate.create or stargate.destroy then you MUST define EVERYTHING yourself for that specific set of nodes

    stargate.use -- Allow use of all gates linking to any world in any network (Override ALL network/world permissions. Set to false to use network/world specific permissions) -- Allow use of gates linking to any world (For Permissions 2.x/3.x please use*){world} -- Allow use of gates with a destination in {world}. Set to false to disallow use. -- Allow use of gates on all networks (For Permissions 2.x/3.x please use*){network} -- Allow use of all gates in {network}. Set to false to disallow use.
    stargate.option -- Allow use of all options
      stargate.option.hidden -- Allow use of 'H'idden
      stargate.option.alwayson -- Allow use of 'A'lways-On
      stargate.option.private -- Allow use of 'P'rivate -- Allow use of 'F'ree
      stargate.option.backwards -- Allow use of 'B'ackwards -- Allow use of 'S'how
    stargate.create -- Allow creating gates on any network (Override all create permissions)
      stargate.create.personal -- Allow creating gates on network {playername} -- Allow creating gates on any network (For Permissions 2.x/3.x please use*){networkname} -- Allow creating gates on network {networkname}. Set to false to disallow creation on {networkname}
      stargate.create.gate -- Allow creation of any gate layout (For Permissions 2.x/3.x please use stargate.create.gate.*)
        stargate.create.gate.{gatefile} -- Allow creation of only {gatefile} gates
    stargate.destroy -- Allow destruction gates on any network (Orderride all destroy permissions)
      stargate.destroy.personal -- Allow destruction of gates owned by user only -- Allow destruction of gates on any network (For Permissions 2.x/3.x please use*){networkname} -- Allow destruction of gates on network {networkname}. Set to false to disallow destruction of {networkname} -- Allow free use/creation/destruction of gates -- Allow free use of Stargates -- Allow free creation of Stargates -- Allow free destruction of Stargates
    stargate.admin -- Allow all admin features (Hidden/Private only so far)
      stargate.admin.private -- Allow use of Private gates not owned by user
      stargate.admin.hidden -- Allow access to Hidden gates not ownerd by user
    Please read this if you are using PermissionsEx
    PermissionsEx loads nodes in a very screwed up manner. You need to put any wildcards AFTER their negations. So if you want to allow access to all networks except 'Bah' you would do it as such:
    This is a PermissionsEx issue, and there is nothing I can do to make it easier to use negations.

    Default Permissions
    stargate.use -- Everyone
    stargate.create -- Op
    stargate.destroy -- Op
    stargate.option -- Op -- Op
    stargate.admin -- Op

    Building a gate:
       O  O - These are Obsidian blocks. You need 10.
       O  O - Place a sign on either of these two blocks of Obsidian.
       O  O
    Sign Layout:
    - Line 1: Gate Name (Max 11 characters)
    - Line 2: Destination Name [Optional] (Max 11 characters, used for fixed-gates only)
    - Line 3: Network name [Optional] (Max 11 characters)
    - Line 4: Options [Optional] ('A' for always-on fixed gate, 'H' for hidden networked gate, 'P' for a private gate, 'F' for a free gate, 'B' is a backwards gate (You will come out the back), 'S' is for showing always-on gates in their destination list)

    The options are the single letter, not the word. So to make a private hidden gate, your 4th line would be 'PH'.

    Show Spoiler

    Using a gate:
    - Right click the sign to choose a destination.
    - Right click the button to open up a portal.
    - Step through.

    Fixed gates:
    - Fixed gates go to only one set destination.
    - Fixed gates can be linked to other fixed gates, or normal gates. A normal gate cannot open a portal to an always-open fixed gate however.
    - To create a fixed gate, specify a destination on the second line of the stargate sign.
    - Set the 4th line of the stargate sign to "A" to enable an always-open fixed gate.

    Gate networks:
    - Gates are all part of a network, by default this is "central".
    - You can specify (and create) your own network on the third line of the sign when making a new gate.
    - Gates on one network will not see gates on the second network, and vice versa.
    - Gates on different worlds, but in the same network, will see eachother.

    Hidden Gates:
    - Hidden gates are like normal gates, but only show on the destination list of other gates under certain conditions.
    - A hidden gate is only visible to the creator of the gate, or somebody with the stargate.hidden permission.
    - Set the 4th line of the stargate sign to 'H' to make it a hidden gate.

    iConomy Support:
    The latest version of Stargate has support for iConomy. Gate creation, destruction and use can all have different costs associated with them.
    There is a default cost defined in the Stargate config.yml, and you can define per-gate layout costs in the custom .gate files you create.
    To define a certain cost to a gate just add these lines to your .gate file:

    Custom Gate Layout
    You can create as many gate formats as you want, the gate layouts are stored in plugins/Stargate/gates/
    The .gate file must be laid out a specific way, the first lines will be config information, and after a blank line you will lay out the gate format. Here is the default nether.gate file:
    portal-open/closed are used to define the material in the gate when it is open or closed.
    "X" and "-" are used to define block "types" for the layout (Any single-character can be used, such as "#").
    In the gate format, you can see we use "X" to show where obsidian must be, "-" where the controls (Button/sign) are.
    You will also notice a "*" in the gate layout, this is the "exit point" of the gate, the block at which the player will teleport in front of.
    As of v0.5.5 you can use block data in .gate files in the format:
    Which would make the block only work if it's black wool. If no data is supplied any type of that block (Any color wool) will work.

    default-gate-network - The default gate network
    portal-folder - The folder your portal databases are saved in
    gate-folder - The folder containing your .gate files
    destroyexplosion - Whether to destroy a stargate with explosions, or stop an explosion if it contains a gates controls.
    useiconomy - Whether or not to use iConomy
    createcost - The cost to create a stargate
    destroycost - The cost to destroy a stargate (Can be negative for a "refund"
    usecost - The cost to use a stargate
    chargefreedestination - Enable to allow free travel from any gate to a free gate
    freegatesgreen - Enable to make gates that won't cost the player money show up as green
    toowner - Whether the money from gate-use goes to the owner or nobody
    maxgates - If non-zero will define the maximum amount of gates allowed in a network.
    lang - The language to use (Included languages: en, de)

    debug - Whether to show massive debug output
    permdebug - Whether to show massive permission debug output

    Message Customization
    As of 0.6.5 it is possible to customize all of the messages Stargate displays, including the [Stargate] prefix. You can find the strings in plugins/Stargate/lang/en.txt.
    If a string is removed, or left blank, it will not be shown when the user does the action associated with it.
    There are three special cases when it comes to messages, these are:
    ecoDeduct=Spent %cost%
    ecoRefund=Redunded %cost%
    ecoObtain=Obtained %cost$ from Stargate %portal%

    As you can see, these three strings have variables in them. These variables are fairly self-explanatory.
    The full list of strings is as follows:
    destroyMsg=Gate Destroyed
    invalidMsg=Invalid Destination
    blockMsg=Destination Blocked
    denyMsg=Access Denied
    destEmpty=Destination List Empty

    ecoDeduct=Deducted %cost%
    ecoRefund=Redunded %cost%
    ecoObtain=Obtained %cost$ from Stargate %portal%
    ecoInFunds=Insufficient Funds

    createMsg=Gate Created
    createNetDeny=You do not have access to that network
    createPersonal=Creating gate on personal network
    createNameLength=Name too short or too long.
    createExists=A gate by that name already exists
    createFull=This network is full
    createWorldDeny=You do not have access to that world
    createConflict=Gate conflicts with existing gate

    Q) Why aren't gates destroyed when I remove the obsidian with a tool like the superpickaxe?
    A) Because when you use a plugin tool such as that, it SETS the block to air, it doesn't destroy it in the same way as hitting it does. Therefor no block destroy hooks are called.

    Q) How do I make a custom .gate file?
    A) Take a look at plugins/Stargate/gates/nethergate.gate, it has all of the information you'll need. You will need to work on a COPY of nethergate.gate however, as nethergate.gate is overwritten on plugin startup.

    Q) Does this plugin work with {X}?
    A) I really don't know, I don't know how {X} is implemented, or whether they will conflict. I'm also about as interested in looking into it as you are apparently ;)

    Q) What is a "Hidden Gate"?
    A) A hidden gate is a gate on a network that is only shown on other gates destination lists if the player looking at them is its creator, or somebody with the stargate.hidden permission. A hidden gate can still be dialed out from by anybody unless it's set to Private.

    Q) What is a "Private Gate"?
    A) A private gate is a gate that can only be dialed out from by its creator, or somebody with the stargate.private permission. If it's not hidden then anybody can still dial into this gate.

    Q) What does "destroyexplosion" do?
    A) If "destroyexplosion" is false, and an explosion even touched a portal control (Sign or button) the entire explosion is cancelled. If it is true, then the gate will be destroyed as if somebody had removed the sign/button. There is currently no way I can stop just the sign/button from being destroyed, which is why the entire explosion must be stopped.

    Q) What does "stargate.create.personal" allow players to do?
    A) If a player has stargate.create.personal, they can create Stargates that have the network name set as their username, or a substring thereof (The maximum length of a network is 11 characters, so I had to substr the name). This allows a specific group to be able to create their own personal Stargate network. This network will not interfere with any other Stargate networks as everything is stored separately in memory.

    Q) Why is PlayerB getting "Access Denied" when trying to go through a gate PlayerA opened?
    A) Only one user can use a stargate at a time, if PlayerA sets the sign, nobody else can hit the button. If PlayerA sets the sign/hits the button, nobody else can walk through the gate. Always-Open Fixed Gates are an exception, as they have no "Active User".

    Q) What does this error mean "[WARNING] [Stargate] Missing destination point in .gate file nethergate.gate"?
    A) This error means there is no destination point in your .gate file, please read the section on custom gate layouts.

    Q) Why can't I use "/sg reload"?
    A) This command is only usable from the console, and will stay that way.

    Q) Can you add command X?
    A) No, the only command this plugin will ever have is /sg reload, and that's a console-only command.

    Q) Why do I get kicked with the message "You moved too quickly!(Hacking?)" when I use a gate?
    A) Stargate is not compatible with iZone.

    Q) I gave my users '' and '' but they can't use gates, why not?
    A) If you are using Permissions 2.x/3.x please use '*' and '*' respectively. This is a difference in how Permissions and SuperPerms are implemented.

    Q) My permissions aren't working properly, help!
    A) Turn on both debug and permdebug, you will get a LOT of output when using gates. First of all, try to determine the issue yourself based on this output. If all else fails, and only if all else fails, post your log and ask for me to resolve the issue for you.

    Q) The Russian lang pack isn't showing ingame, why not?
    A) You need to have a client mod to get russian characters in-game, same with any non-ANSI characters. Please Google for this as I don't know how to install them.

    Q) How do I enable debug mode?
    A) Add the following to your config.yml:
    debug: true
    permdebug: true

    [Version 0.6.10]
    - Added Register support as opposed to iConomy
    [Version 0.6.9]
    - Added UTF-8 support (With or without BOM)
    [Version 0.6.8]
    - Fixed unmanned carts losing velocity through gates
    - /sg reload now properly switches languages
    [Version 0.6.7]
    - Added lang option
    - Removed language debug output
    - Added German language (lang=de) -- Thanks EduardBaer
    [Version 0.6.6]
    - Added %cost% and %portal% to all eco* messages
    - Fixed an issue when creating a gate on a network you don't have access to
    - I can't spell
    [Version 0.6.5]
    - Moved printed message config to a seperate file
    - Added permdebug option
    - Hopefully fix path issues some people were having
    - Fixed iConomy creation cost
    - Added 'S'how option for Always-On gates
    - Added 'stargate.create.gate' permissions
    [Version 0.6.4]
    - Fixed iConomy handling
    [Version 0.6.3]
    - Fixed (Not Connected) showing on inter-world gate loading
    - Added the ability to negate Network/World permissions (Use, Create and Destroy)
    - Fixed Lockette compatibility
    - More stringent verification checks
    [Version 0.6.2]
    - Fixed an issue with private gates
    - Added default permissions
    [Version 0.6.1]
    - Stop destruction of open gates on startup
    [Version 0.6.0]
    - Completely re-wrote Permission handling (REREAD/REDO YOUR PERMISSIONS!!!!!!!!)
    - Added custom Stargate events (See Stargate-DHD code for use)
    - Fixed portal event cancellation
    - Umm... Lots of other small things.
    - I really hope I didn't screw anything up ^.^
    [Version 0.5.5]
    - Added 'B'ackwards option
    - Fixed opening of gates with a fixed gate as a destination
    - Added block metadata support to gates
    [Version 0.5.1]
    - Take into account world/network restrictions for Vehicles
    - Properly teleport empty vehicles between worlds
    - Properly teleport StoreageMinecarts between worlds
    - Take into account vehicle type when teleporting
    [Version 0.5.0]
    - Updated the teleport method
    - Remove always-open gates from lists
    - Hopefully stop Stargate and Nether interference
    Previous Changes (open)

    [Version 0.4.9]
    - Left-click to scroll signs up
    - Show "(Not Connected)" on fixed-gates with a non-existant destination
    - Added "maxgates" option
    - Removed debug message
    - Started work on disabling damage for lava gates, too much work to finish with the current implementation of EntityDamageByBlock
    [Version 0.4.8]
    - Added chargefreedestination option
    - Added freegatesgreen option
    [Version 0.4.7]
    - Added debug option
    - Fixed gates will now show in the list of gates they link to.
    - iConomy no longer touched if not enabled in config
    [Version 0.4.6]
    - Fixed a bug in iConomy handling.
    [Version 0.4.5]
    - Owner of gate now isn't charged for use if target is owner
    - Updated for iConomy 5.x
    - Fixed random iConomy bugs
    [Version 0.4.4]
    - Added a check for*/* on gate creation
    - Check for*/* on gate entrance
    - Warp player outside of gate on access denied
    [Version 0.4.3]
    - Made some errors more user-friendly
    - Properly take into account portal-closed material
    [Version 0.4.2]
    - Gates can't be created on existing gate blocks
    [Version 0.4.1]
    - Sign option permissions
    - Per-gate iconomy target
    - /sg reload command
    - Other misc fixes
    [Version 0.4.0]
    - Carts with no player can now go through gates.
    - You can set gates to send their cost to their owner.
    - Cleaned up the iConomy code a bit, messages should only be shown on actual deduction now.
    - Created separate '{use/create/destroy}' permissions.
    [Version 0.3.5]
    - Added '*' permissions
    - Added '*' permissions
    - Added 'networkfilter' config option
    - Added 'worldfilter' config option
    [Version 0.3.4]
    - Added '' permission
    - Added iConomy cost into .gate files
    [Version 0.3.3]
    - Moved sign updating into a scheduled task, this fixes the sign bugs.
    [Version 0.3.2]
    - Updated to latest RB
    - Implemented proper vehicle handling
    - Added iConomy to vehicle handling
    - Changed how blox hash is generated, fixes multi-world
    [Version 0.3.1]
    - Changed version numbering.
    - Changed how plugins are hooked into.
    [Version 0.30]
    - Fixed a bug in iConomy checking.
    [Version 0.29]
    - Added iConomy support. iConomy 4.4 or 4.5
    [Version 0.28]
    - Fixed an issue with removing stargates during load
    [Version 0.27]
    - Fixed portal count on load
    [Version 0.26]
    - Added stargate.create.personal for personal stargate networks
    - Fixed a bug with destroying stargates by removing sign/button
    [Version 0.25]
    - Fixed a bug with worlds in subfolders
    - Fixed gates being destroyed with explosions
    - Added stargate.destroy.owner
    [Version 0.24]
    - Fixed a loading bug in which invalid gates caused file truncation - Thanks @ Jonbas
    [Version 0.23]
    - Added a check to make sure "nethergate.gate" exists, otherwise create it
    [Version 0.22]
    - Fixed multi-world stargates causing an NPE
    [Version 0.21]
    - Code cleanup
    - Added a few more errors when a gate can't be loaded
    - Hopefully fixed path issue on some Linux installs
    [Version 0.20]
    - Added more null checks, hopefully fix some errors with other plugins.
    [Version 0.19]
    - Set button facing on new gates, fixes weirdass button glitch
    - Beginning of very buggy multi-world support
    [Version 0.18]
    - Small permissions handling update.
    [Version 0.17]
    - No longer treat GM as a special case, just load it as Permissions 2.0 like the author intended
    [Version 0.16]
    - Fixed Permissions, will work with GroupManager, Permissions 2.0, or Permissions 2.1
    - Left-clicking to activate a stargate works again
    [Version 0.15]
    - Built against b53jnks -- As such nothing lower is supported at the moment.
    - Moved gate destruction code to onBlockBreak since onBlockDamage no longer handles breaking blocks.
    - Removed long constructor.
    [Version 0.14]
    - Fixed infinite loop in fixed gates.
    - Fixed gate destination will not open when dialed into.
    [Version 0.13]
    - Fixed gates no longer show in destination list.
    [Version 0.12]
    - Implemented fixed destination block using * in .gate file. This is the recommended method of doing an exit point for custom gates, as the automatic method doesn't work in a lot of cases.
    - Split networks up in memory, can now use same name in different networks. As a result, fixed gates must now specify a network.
    - Added the ability to have a private gate, which only you can activate. Use the 'P' option to create.
    - Fixed but not AlwaysOn gates now open the destination gate.
    - Fixed gates now show their network. Existing fixed gates are added to the default network (Sorry! It had to be done)
    [Version 0.11]
    - Oops, b0rked something in 0.10, fixed in 0.11
    [Version 0.10]
    - Hopefully fixed the "No position found" bug.
    - If dest > origin, any blocks past origin.size will drop you at dest[0]
    - Switched to scheduler instead of our own thread for closing gates and deactivating signs
    - No longer depend on Permissions, use it as an option. isOp() used as defaults.
    [Version 0.09]
    - Gates can now be any shape
    [Version 0.08]
    - Gates can now consist of any material.
    - You can left or right click the button to open a gate
    - Gates are now initialized on sign placement, not more right clicking!
    [Version 0.07]
    - Fixed where the default gate is saved to.
    [Version 0.06]
    - Forgot to make gates load from new location, oops
    [Version 0.05]
    - Moved Stargate files into the plugins/Stargate/ folder
    - Added migration code so old gates/portals are ported to new folder structure
    - Create default config.yml if it doesn't exist
    - Fixed removing a gate, it is now completely removed
    [Version 0.04]
    - Updated to multi-world Bukkit
    [Version 0.03]
    - Changed package to net.TheDgtl.*
    - Everything now uses Blox instead of Block objects
    - Started on vehicle code, but it's still buggy
  2. Offline


    Giving how some of the plugins I use haven't been updated to 670 yet, I'm still using 617 and the 617 version of stargate. Was going to update to 4.0 before I reported anything but noticed he was having the same issue with reload deleting the portals. I've restarted my server since then due to other reasons.
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    So, here's the problem with /plugin reload: In the latest (maybe? Atleast in the SVN code) version of Essentials those commands are disabled. And that's why you were getting screwy behavior.
    @killerbeez Have you gotten the vanishing gates without having done a "/plugin reload"? Because the only times a gate is removed from the list, there is console output.
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    I get told the portals aren't working, I go check in spawn (protected by worldguard and the portal looks normal) I right click the sign and nothing happens. The reason I ever do the reload is when this happens, thinking it would reload the portal file. I only give my donors the ability to create gates. I'm going to redo the portals and try to look out for it happening again, before the portal names in the config was just the portal name, like pyramid, now it's saving it as --pyramid-- in the config file.
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    @killerbeez Saving as "--{portal}--" in the config means that it's being saved by two instances of the plugin (As caused by /plugin reload).
    Could you take a look at server.log and see if it says "Unregistering gate" anywhere? That error should need to be printed for a gate to be removed from the list.

    Also, update, as 617 had chunk issues that could possible lead to the sign not being detected as a sign.
  6. Offline


    2011-04-08 19:23:32 [INFO] [Stargate] Unregistering gate Tower
    2011-04-08 19:23:32 [INFO] [Stargate] Unregistering gate --Tower--
    2011-04-08 19:23:39 [INFO] [Stargate] Initialized stargate: tower
    2011-04-08 19:23:39 [INFO] [Stargate] Initialized stargate: --tower--
    2011-04-09 00:53:33 [INFO] [Stargate] Unregistering gate --Spawn--
    2011-04-09 00:53:47 [INFO] [Stargate] Initialized stargate: Spawn
    2011-04-09 00:53:47 [INFO] [Stargate] Initialized stargate: --Spawn--
    2011-04-09 00:54:08 [INFO] [Stargate] Unregistering gate Spawn
    2011-04-09 00:54:08 [INFO] [Stargate] Unregistering gate --Spawn--
    2011-04-09 00:54:24 [INFO] [Stargate] Initialized stargate: Spawn
    2011-04-09 00:54:24 [INFO] [Stargate] Initialized stargate: --Spawn--

    I've since restarted. I'll look into updating to 670, long as the major addons will work fine.
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    @killerbeez I can't offer any more support while you're running outdated versions. There's chunk issues in 617, the Essentials you're using causes major screwups when reloading plugins. So if, after upgrading, you still run into issues, please post again.

    @Trinsec When you get a chance, could try to get in IRC?
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    i do not have any other plugins that create portal material at that level. tested using a clean server running nothing other than stargate and permissions as well to be sure it wasn't a conflict or that i forgot some other plugin had portal functionality i wasn't aware of.
    at that z level i still get the crash, raising it up one doesn't seem to solve it like i thought but it drastically reduces the frequency, raising it one more up again ill assume, i wasn't able to replicated it anymore beyond that point.
    i can still reliably do so at that z level everywhere though on any 1.4 server i host.
    all other attempts at replicating it on different servers or instances with the stargate plugin replaced with other plugins weren't successful.
    ive tried with different clients on different machines, i can replicate it.
    one thing i haven't tried is to replicate it in an earlier minecraft version as opposed to same version earlier build craftbukkit with related plugin. ill probably try in the next 12 to 24 hours just out of curiosity. well, if i still have a plugin for an earlier version.
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    @Meiun Tested on my server with controls at 12 height with no issues, it's not a bug in the plugin, it is a Minecraft bug.
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    I've got a little problem here... It seems, every time i restart/stop the stargate's is broken, if i push the button nothing happens, the sign keeps but does nothing
  11. Offline


    Post your serverlog or I can't help you.
  12. Offline



    Great mod, love the idea, if only we could have 3 story rings and a realistic DHD xD

    Anyway, I'm not sure if this has been said yet, because there are 21 pages and I don't really want to read through them, but there seems to be an issue with another mod I'm using that enables the Nether,


    Basically it lets you use the portals to get to the nether the same as you would in single player, now the problem is, if someone doesn't have permission to use a gate, they get an "access denied" message, but get teleported to the nether. I was wondering if there is some way to catch this, and put them back at the coords, a few steps back from the gate, so it would appear to spit them out, rather then send them to the nether.

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    @alphax888 Change gate layout/material, change opening material.
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    I have a relatively large problem with the nethergate.gate file. Everytime i reload my plugins it says
    16:38:49 [INFO] Stargate v.0.4.0 is enabled.
    16:38:49 [INFO] [Stargate] Loaded 1 gate layouts
    16:38:49 [INFO] [Stargate] Unregistering gate Cave Town
    16:38:49 [INFO] [Stargate] Destroying stargate at Portal [id=net.TheDgtl.Stargate.SignPost@7b7b1ad5, network=central name=Cave Town, type=nethergate.gate]
    16:38:49 [INFO] [Stargate] {world} Loaded 0 stargates with 0 set as always-on
    16:38:49 [INFO] [Stargate] Found Permissions (v2.5)
    16:38:49 [INFO] [Stargate] Found iConomy (v4.65)
    and then resets the nethergate.gate file to the original format
    The format i use is
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    @CloseKnight: If that's the whole config file for the gate layout, shouldn't it have the designators for the portal material, as well as the Asterix (*) to designate the exit point?
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    @Devlah Its not the whole config file just the gate format but you're right about the exit point i forgot about that
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    @CloseKnight Don't edit the nethergate.gate, copy it and create a new gate format. The plugin will always overwrite nethergate.gate with the latest "standard" format.
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    Without looking at code, the problem as I see it is that Stargate and Nethrar both trap on PLAYER_MOVE. Stargate does it's condition checks, decides not to do the teleport, and sends the permission denied call. Then, Nethrar does it's thing, decides "ok this is a valid portal" (the portal validity check isn't too smart on the inbound side - I could change that), and then decides to teleport the player. This isn't something that Stargate should have to deal with, this is actually something I should change in Nethrar. I'll put something along these lines on my todo list - but it'll only work as long as your Nethrar portals are shaped / sized differently from your Stargate portals :p
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    No problem, it's not a major issue as everyone has permissions to use stargates now, but I did just work out that it also seems to happen (maybe not always?) if someone else opens the gate, and then you try walk through, not sure, but it has happened twice in these sort of ways.

    Making the gates a different shape/size wouldn't bother me, is there not a way you could detect the stargate sign on the portal? Not sure how that would work, just throwing around ideas.
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    @alphax888 Only the person who activates the sign can push the button, and only the person who pushes the button can go through the opened portal. The only way around this is to use the Stargate-DHD plugin :)

    @Trinsec I can't get TNT to mess up destroying a gate. The only time it happened was when I placed like 4 TNT blocks and one blew up while it was reverting the damage of the previous one or some such. I could see it messing up if the material behind the controls is different than the rest of the gate (It only checks if you destroy the material behind the sign/button, I'm going to fix this in the next release though)

    General Note: I'm going to be releasing a new version today. The next release after that will have 'stargate.destroy' removed. Please switch your Permissions to use 'stargate.destroy.all' if you have not already.
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    Not without being Stargate-aware internally in my plugin, which isn't... agreeable. The actual fix would be, on my end, to acertain that the portal you are entering is the right shape and size, and I'll get to that in the next version / update.
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    @akrieger The default Stargate shape is the default nethergate shape, lol. What @alphax888 needs to do if he wants to use both plugins is create a new .gate file (Copy of nethergate.gate) and make a custom shape/opening material (Water works well). Some plugins are just incompatible with default setup, ours are two of them :)
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    I'm kind of confused. I want my players only to be able to use and make portals connected to the central default network, and not their own networks or personal portals. I can't seem to get it working though (players are still able to create their own networks,etc). I'm using permissions.
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    any one else get this problem?

    20:48:12 [WARNING] DJ411 moved wrongly!
    20:48:12 [INFO] Got position -122.5, 73.0, 2.5
    20:48:12 [INFO] Expected 819.3000000119209, 73.0, -1022.3000000119209
    this is happening when i try to use a portal and it doesn't even move me to the portal i want :( just keeps me at the same portal. But, get this, the first day i made the portals they worked! now after a server restart they are not.

    i was thinking it was NoCheat for Fly hack but i removed that and its still not working :(
    I'm even creating new portals and nothing is happening :(

    I even went to moving the portal up in the air >.> still nothing. idk what to do now.
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    soo im trying to link these portals through different worlds, its not working though, i am the owner of the server, i have my permission for my rank set to EVERYTHING, (even the things that i inherit have the correct permissions) and when i try to place the sign, it just does NOT want to work... it doesnt even tell me that a gate was created (gates from my default world work fine GOING TO another world, but it DOESNT work going back to the default world) this really is frustrating because im trying to seamlessly link up worlds so i can provide my players with a creative world, survival world, general world, and a megaprojects world

    please respond if you think you can help, or if you need more information to help

    here is my permissions file
        default: false
        - defaultcommands.kill.self
        - defaultcommands.kit.self
        - defaultcommands.kitlist
        - defaultcommands.message.other
        - defaultcommands.spawn.self
        - defaultcommands.time.get
        - falsebook.blocks.*
        - falsebook.ic.0111
        - falsebook.ic.0262
        - falsebook.ic.1110
        - PortableTorch.Allow
        - stargate.use
        inheritance: default
          prefix: '&a[+]&7 '
          build: true
          suffix: ''
        default: true
        permissions: []
        inheritance: []
          prefix: '&c[-]&8 '
          build: false
          suffix: ''
        default: false
        - chestlock.admin
        - defaultcommands.ban.other
        - defaultcommands.banlist
        - defaultcommands.extinguish.all
        - defaultcommands.extinguish.other
        - defaultcommands.extinguish.self
        - defaultcommands.freeze.other
        - defaultcommands.give.all
        - defaultcommands.give.other
        - defaultcommands.give.self
        - defaultcommands.heal.all
        - defaultcommands.heal.other
        - defaultcommands.heal.self
        - defaultcommands.kick.all
        - defaultcommands.kick.other
        - defaultcommands.kick.self
        - defaultcommands.kill.all
        - defaultcommands.kill.other
        - defaultcommands.kill.self
        - defaultcommands.message.all
        - defaultcommands.message.other
        - defaultcommands.message.self
        - defaultcommands.mute.other
        - defaultcommands.spawn.other
        - defaultcommands.spawn.self
        - defaultcommands.spawn.set
        - defaultcommands.stack
        - defaultcommands.take.all
        - defaultcommands.take.other
        - defaultcommands.teleport.all
        - defaultcommands.teleport.other
        - defaultcommands.teleport.self
        - defaultcommands.teleporthere.all
        - defaultcommands.teleporthere.other
        - defaultcommands.teleporthere.self
        - defaultcommands.time.get
        - defaultcommands.time.set
        - defaultcommands.unban.other
        - defaultcommands.unmute.other
        - defaultcommands.unmute.self
        - defaultcommands.warp.del
        - defaultcommands.warp.list
        - defaultcommands.warp.other
        - defaultcommands.warp.self
        - defaultcommands.warp.set
        - falsebook.ic.anyic
        - falsebook.ic.detection
        - falsebook.ic.selftriggered
        - falsebook.ic.standard
        - falsebook.ic.worldedit
        - falsebook.blocks.*
        - groupmanager.manuadd
        - groupmanager.manudel
        - herochat.admin
        - herochat.color
        - stargate.create
        - stargate.destroy.all
        - stargate.hidden
        - stargate.private
        - worldedit.butcher
        - worldedit.clipboard.clear
        - worldedit.clipboard.copy
        - worldedit.clipboard.cut
        - worldedit.clipboard.flip
        - worldedit.clipboard.load
        - worldedit.clipboard.paste
        - worldedit.clipboard.rotate
        - worldedit.drain
        - worldedit.extinguish
        - worldedit.fill
        - worldedit.fill.recursive
        - worldedit.fixlava
        - worldedit.generation.cylinder
        - worldedit.generation.forest
        - worldedit.generation.sphere
        - worldedit.history.redo
        - worldedit.history.undo
        - worldedit.navigation.ascend
        - worldedit.navigation.descend
        - worldedit.navigation.jumpto
        - worldedit.navigation.thru
        - worldedit.navigation.up
        - worldedit.region.move
        - worldedit.region.replace
        - worldedit.region.set
        - worldedit.region.stack
        - worldedit.selection.hpos
        - worldedit.selection.pos
        - worldedit.snow
        - worldedit.superpickaxe.drawing.brush
        - worldedit.superpickaxe.replacer
        - worldedit.superpickaxe.tree
        - worldedit.thaw
        - worldedit.wand
        - worldguard.god
        - worldguard.locate
        - worldguard.region
        inheritance: donator
          prefix: '&4[A]&7 '
          build: true
          suffix: '&c'
        default: false
        - '*'
        inheritance: admin
          prefix: '&6[O]&7 '
          build: true
          suffix: '&b'
        default: false
        - PortableTorch.Permanent
        - warpz0r.warp
        - warpz0r.list
        - warpz0r.home
        - warpz0r.sethome
        - warpz0r.worldwarp
        - warpz0r.worldhome
        - warpz0r.compasshome
        - stargate.create.personal
        - defaultcommands.teleportlist
        - defaultcommands.teleport.self
        - defaultcommands.extinguish.self
        - defaultcommands.sethome.self
        - defaultcommands.home.self
        - defaultcommands.warp.self
        - defaultcommands.warp.list
        - defaultcommands.heal.self
        inheritance: member
          prefix: '&9[D]&7 '
          build: true
          suffix: ''
    EDIT: managed to do a temporary fix by mirroring all worlds to the default world, however i would like a better solutioon because i dont want the same commands for every world... i want to give people /item in creative, but not survival, ETC
  26. Offline


    @Satros There are no network-locking permissions as of yet.
    @DJ411 Give me a list of the plugins you run (The output of "plugins" in the terminal)
    @zoathewind Erm, you can't create a gate on the second world, yet your gates work fine getting to it? That's saying two different things.
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    what i mean is... lets say there are 2 worlds, world 1, can connect to world 2, but world 2 cannot go back to world 1 with a stargate

    the only fix i could find was mirroring permissions, which i dont want to do
  28. Offline


    Aren't the permissions supposed to be enclosed in single-quotes?
    For example:

    - 'stargate.use'
    After updating to CB670 and updating all 20 some plugins that I use, I had to fix the config file after the quotes were removed.
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    @zoathewind That makes no sense. How can you connect a gate to world 2 if you can't create a gate ON world 2? Also, not wanting to setup permissions for your other worlds isn't my problem. If it's a Permissions problem, especially if it's caused by you being too lazy to make the files that cause world inheritance, that's your problem.
    @Devlah The only permission that needs quotes is '*'
  30. Offline


    I am having this same issue, If I make 2 portals right next to each other... no issues but making useful portals that move you farther gives this issue.

    Oh and to make sure my bases are covered... here is my very busy server log but thats in there.
  31. Offline


    [Version 0.4.1]
    - Sign option permissions
    - Per-gate iconomy target
    - /sg reload command
    - Other misc fixes

    @Dangazzm Unless some other plugin is interfering, that error shouldn't occur. Stargate cancels the move event so as to stop that error.
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