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
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    Thanks it is awsome, i did see you were fed up with people cant really call them idiots as you dont know them, lack of reading on my part though id rather have you reply. No thanks i think ill stay.
    what else what else hmmmm oh ya so can ya answere the question?
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    Drakia - I think the question Elvis is referring to now (seeing as which plugins you have and whether this supports iconomy 5 are both things Everyone should be able to figure out on there own) is whether you would be willing to do work for donations (writing specific changes for people willing to pay for it).

    I will say, Elvis, that this might not be a very good practice for plugin devs to get into seeing as how touchy it can be legally for people making money off things like this in a formal way. The donation system is fairly informal until you start saying I'll give you this if you do that. Once things like that start happening that's when I would start worrying about the MC guys starting to go after Bukkit.
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    And as I said in my response, how many times have people said "I'll pay you if you do this" then when it is done "Oh, I don't have any money. I'll try to send you some later". I'm not sure if they actually send some later or not but it just doesn't look very good to the devs. Now if you want to donate some money to Drakia or the other devs, I'm sure they will take it. Might even get you on a special list where you can ask for favors.
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    just started using this plugin all of about a day ago :)
    it exactly what i was hoping for, amazing! thank you so much
    installed craftbukkit and stuff just for this mod

    just have a few questions:
    firstly, just like it changes the portal from air to portal while open, can other blocks be changed aswell. ie can i have red cloth that changes to lava while gate is active, and back to red cloth when inactive? i tried using the following lines, just hoping it might work, but, surprise surprise, to no avail :p


    secondly, is there any capability built in for multi layered or lying down gate. was wanting to set up (like in sg1) a rings system. am thinking i might just need to set up like 5 .gate files to handle the rings, but would be great if could do that without the need for 5 seperate buttons.

    lastly, is there something set up for the button to be in a different place, not only somewhere else on the surface of the gate but maybe even on the inside, this is for the rings system if the multilayer option isnt possible, activate rings on inside :)

    thanks again
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    Drakia has said he is no longer taking suggestions he will only keep it updated. Too many people were nearly demanding he put in the features they wanted.
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    @Felonu - i dont know if that was in reply to what i was asking, was just hoping to know if any of those options were already in the plugin. if i get 3 'no's and nothing else, even that would be helpful, i will be able to stop trying to mess around with it.

    @Drakia, this plugin is amazing, me and a friend spent almost all of our time on minecraft setting up stargate based stuff and the main thing we couldnt pull off was some kind of working gate. it is really sad to see so many people being so annoying on the forums and am amazed that you put up with it for so long. coming on to this thread i was very surprised to see that you were answering questions yourself. on other games, plugin devs that i have come accross very rarely help people and it is just randoms posting all the time that know the plugin well. good on you for being so helpful to everyone that you could.
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    Damn... well... least your still gonna update with the builds, better than some others who give up on the scene thanks to fuc... impolite people... But anywho... Thanks for it, this plugin rules!

    From what I have seen I am gonna have to sadly say there isn't a way to do any of these things...

    I have played around with this plugin for a while now and yeah, nothing like any of what you have said, this plugin only works verticaly but that also has to do with the fact that the portal block that gives the pretty purple light stuff only works vertically and would look really bad any other way...

    But as I was typing this I thought of something to at least maybe get one of them to work (The changing of blocks)... Hopefully...

    1. Get a mod like FalseBook/CraftBook (Go with the first if you have to as CraftBooks Toggle blocks don't work I think) or ControllerBlocks (The one I use).
    2. Create your gate file but leave out space for what you want to change.
    3. Create the gate in game and where the blocks you want changed put toggle-able blocks with the afore mentioned mod of choice.
    4. Put the controller (Or master block or what ever the block is called... if you are using Controller Blocks then it's the Iron block) behind the gate's switch a block back or so.
    5. Connect up the block with the switch to the master block and then experiment to see what you can and cant do...
    Don't really know if this method will work or not and until you mess around with it, probably wouldn't look to crash hot, not to mention the fact that I can't figure out a way off the top of my head to switch the blocks back until you hit the button again... but with RedstoneChips you might be able to work something out... all in all... it's a start I guess... Might try this out my self a little later...
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    None if those things are possible with stargate. If you want 3D gates check out wormhole Xtreme
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    Ok so I tested out what I suggested... Twas horrible... but it worked... XD But yeah... unless you just wanna mess about... ignore my suggestion...
  11. Offline


    @andrewkm You're kidding, right? Yes, I've seen all of Minecraft 1.6's codez and I know exactly how my plugin is going to react in it.

    Nobody knows how any plugin will react to 1.6, because we have no clue what is going to change in 1.6, anyone telling you otherwise is making it up.

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


    thanks for your help and suggestions, i might try out one or a few of those other plugins, not sure yet.

    thanks for your response, at least now i wont be trying thousands of options that dont exist :). i think i have so far manipulated your plugin to do mostly what i wanted, i now have the gate, and 9 more 'gates', one for each chevron, with portal closed being redstone block, and portal open being lava. dial up each chevron to activate it and then hit the gate. 10 gates per stargate, and signs for the buried control system and the DHD, 10 networks, so far at 14 different .gate files and more on the way. i am so dependant on your plugin already that i dont want to switch over to wormhole-xtream. and after looking at it, it seems to have 1 benefit and too many losses.
    now to familiarize myself with the source (as much as i can having very little programming experience), looking to change a few bits and pieces, like time the gates stay open (kind of odd chevrons going out before gate is even open yet :p ), but (if it is there) i should be able to work that out. so many things to test, so little time :)

    thanks for your help
    and thanks heaps for the plugin!
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    hi, I'm having difficulty getting the per-network permissions to work.
    my config file is
    useiconomy: false
    createcost: 0
    portal-destroy-message: Gate Destroyed
    toowner: false
    worldfilter: false
    gate-folder: plugins/Stargate/gates/
    not-owner-message: Access Denied
    other-side-blocked-message: Destination Blocked
    not-enough-money-message: Insufficient Funds.
    portal-folder: plugins/Stargate/portals
    networkfilter: true
    default-gate-network: central
    destroycost: 0
    not-selected-message: Invalid Destination
    usecost: 0
    portal-create-message: Gate Created
    destroyexplosion: false
    teleport-message: Teleported
    and i have
    - 'stargate.use'
    - ''
    - 'stargate.dhd.use'

    in my default permissions, but it appears as though every player can use all networks. if I comment out the first players can't use anything and the second should be needed for them to use the default network, but it doesn't seem to be taking it into account. I have not posted the server log because there were no errors whatsoever.

    Can someone tell me what I am doing wrong? I do not assume it is a bug with this plugin, but something I am missing in the configuration.

    Thanks in advance
  14. Offline

    Jan Tojnar

    What version of stargate are you using?
    Dont you have something like stargate.* or * in your Permissions file?
  15. Offline


    I really need help.
    Somehow i get kicked by using the stargates with the message : "You moved too quickly!(Hacking?)
    The plugin worked normally since today. First time i got this message.
    Could it be that another plugin makes problems?
  16. Offline


    here is my entire permissions file minus comments and player names
    # System is no longer used, but may become used in the future
            system: default
            default: true
                prefix: '&aWanderer'
                suffix: ''
                build: true
                - 'multihome.home'
                - 'multihome.namedhome'
                - 'petition'
                - 'mcmmo.motd'
                - 'mcmmo.regeneration'
                - ''
                - 'mcmmo.commands.ability'
                - 'mcmmo.commands.ptp'
                - ''
                - 'mcmmo.commands.whois'
                - 'mcmmo.ability.*'
                - 'mcmmo.skills.*'
                - 'iConomy.access'
                - 'iConomy.rank'
                - 'iConomy.list'
                - 'iConomy.payment'
                - ''
                - ''
                - ''
                - 'stargate.use'
    - ''
                - 'stargate.dhd.use'
                - 'MobBounty.mb'
                - 'zombieattack.user.enabled'
                - 'ichat.color'
                - 'alchemicalcauldron.use'
                - 'monstertamer.*'
            default: false
                prefix: ''
                suffix: ''
                build: true
                - Default
            default: false
                prefix: '&cAdmin'
                suffix: ''
                build: true
                - '*'
            default: false
                prefix: '&2Mad Genius'
                suffix: ''
                - Admins
            default: false
                prefix: '&4King'
                suffix: ''
                - Admins
            default: false
                prefix: '&3Praetor'
                suffix: ''
                - Admins
            default: false
                prefix: '&8DARK KING'
                suffix: '&4'
                - Default
                - ''
            default: false
                prefix: '&8DARK PRELATE'
                suffix: '&c'
                - Default
                - ''
            group: Techie
            group: King
            group: Praetor
            group: DarkKing
            group: DarkPrelate
    I'm unsure of the version i believe it's the version before the current
  17. Offline


    That should give you an error in permissions and if it isn't, that means the file isn't named correctly and you should be getting other errors. Your "- ''" needs to be in line with the other permissions.
  18. Offline


    Hey Drakia, just wanted to add another 'thanks' post here for all of your work. My friends and I all appreciate the time and energy you've put into making, updating, and maintaining this plugin, so please don't let the vocal minority get to you too much. Thank you also for saying you'll maintain it for future bukkit releases, even if you don't add new features, maintaining it alone is very much appreciated. Keep up the awesome work, and know that there's a lot of folks out there who do enjoy what you've given us. Thanks!
  19. Offline


    Oh, sorry that was me snipping a commented out line before it without rechecking the file, in the real file it is in line.

    thanks for the fast reply I'm glad this community is so helpful.
  20. Offline


    This plug-in still rocks! I have a hollow companion cube that functions as a Gate HUB, where players can quickly transport to all the corners of the map.
  21. Offline


    Do u know how to bypass the speed alert thing...

    When i use it, it says "You moved to quickly" :( (hacking?)
  22. Offline


    could you implement some sort of lock mechanism, say a lever above the button, only because it is really annoying when you have people turning up next to you when you are building something, when locked at one end it could say "gate locked"

    p.s. i love the plugin and use it sooo much
  23. Offline


    Tested with 798. All portals working great :D
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    In look for this value:
    And set the value to true, instead of false. It should get rid of any errors that it causes. This is a built in feature to minecraft that triggers when the player goes too many blocks at once (Something like that.)

    As stated above in the OP, no support will be added. This extends to features/developing as far as I know.

    Drakia, could you please update the OP to reflect this? Also, I hope you come back to developing some day. I know how you feel, idiots can be annoying, but just remember the silent few who thank you every day but don't post!
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    Uhh, download link broken?
  26. Offline


    Not broken. Try again, but if worst comes to worst compile it from the source.
  27. Offline


    AAAAAAAAAH all my stargates got removed!!! I got a bunch of errors saying signs weren't there and now ITS GONE!!!
    I renamed my world folder from 'world' to 'BukkitWorld' and now EVERYTHING with the stargates has been deleted. Any ideas why?
  28. Offline

    Jan Tojnar

    Stargate locations are bounded to world. Just rename file plugins/Stargate/portals/world.db by plugins/Stargate/portals/world.db and every occurence of 'world' in that file by 'BukkitWorld'. Now it should work.
  29. Offline


    I did do that. I believe that it overwrote my world.db when i made the mistake of renaming my folder bukkitworld. oh well, I just need to go to EVERY town and redo the stargate XD
  30. Offline

    Jan Tojnar

    Stargate checks if gate exist on start and if not it is removed from file (i think).
  31. Offline


    If you have worldedit, you can try copy and pasting them. You then just need to destroy and reattach the sign.
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