Inactive [TP] Transporter v7.2 - Teleportation between gates, worlds, and servers [1185]

Discussion in 'Inactive/Unsupported Plugins' started by frdfsnlght, Jun 22, 2011.

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  1. Offline

    frdfsnlght

    Transporter - Teleportation between gates, worlds, and servers

    This support thread is no longer active. Please visit the project's new site on BukkitDev:

    Version: 7.2

    Make sure to read the Release7 wiki page for important information before you upgrade from v6!

    For the absolute latest information about the plugin, including source, see the Google project site.

    Thanks goes to Raphfrk, whose Server Port plugin served as inspiration.

    If you like this plugin, please consider donating.​
    donate.png

    Features:
    • Teleport between gates in the same world
    • Teleport between gates in different worlds (multiworld support)
    • Teleport between gates on different servers (includes client patcher)
    • Teleports minecarts and boats, with or without a player
    • Server to server chat based on gate proximity
    • Inventory and health transfer (including storage minecarts)
    • Includes client patcher for automatically reconnecting clients
    • No need for client patcher if you're running the BukkitContrib or Spout client
    • Supports server proxies like CraftProxy (v6.9)
    • World creation/loading/unloading (v6.9)
    • Built-in command help
    • Extreme gate design possibilities, including 3D and horizontal
    • Supports gate access using player specific PINs
    • Item banning and transmutation
    • Built-in simple permissions system
    • Permissions plugin integration (preferred)
    • PermissionsEx plugin integration (preferred)
    • iConomy plugin integration
    • BOSEconomy plugin integration
    • Dynmap integration
    • Minecraft-Overviewer integration
    • and more to come...
    Links:
    Changelog:
    v7.2
    • Added client patching for client 1.8.1 (1.8.0 was skipped).
    • Supports RB 1185.
    • Can now remove bad gate links (issue 35).
    • Changed world loading to be delayed after server start.
    • Minor tweaks here and there.
    v7.1
    • Fixed Dynmap integration; requires Dynamp v0.22 or above.
    • Added more customizable gate messages.
    • Now enforces gate permissions on player interactions.
    • New permission `trp.gate.changeLink.<gate>` to limit ability to change gate's current link.
    • Fixed gates not saving to disk properly.
    Changelog for Older versions (open)

    v7.0
    • Working with CB RB 1060
    • Too many things to list here. See the Release7 wiki page for IMPORTANT INFORMATION BEFORE UPGRADING.
    v6.10
    • Working with CB RB 1000
    • Utilizes latest CraftProxy redirect detection so no more need for the craftProxy config setting
    • Compatible with BukkitContrib for client side redirects, so no need for the client patcher if you already have BukkitContrib client side installed
    • Tightened up network protocol handshaking
    • Server to server keepalives with automatic reconnection
    • Prevention of stationary liquids used for portal blocks from flowing under certain circumstances
    • Config setting for custom inter-server chat message formatting
    • Elimination of the minecraftAddress config setting; now it's done on a per-server basis as an additional argument to the "trp server add ..." command; this will almost certainly require you to change your existing server connections, but there are some sensible assumptions made that may allow many setups to "just work"
    • Automatic conversion of servers.yml into the main config
    • New debug command to submit debugging data to my web server so I can review it if necessary
    • Fixed "trp world go ..." command
    v6.9

    • Added world commands.
    • Added gate destroy command.
    • Added CraftProxy support.
    • Change semantics of minecraftAddress global setting.
    v6.8

    • Updated client patcher for MC 1.7.3.
    • Fixed client/server errors when teleporting in CB 953.
    v6.7

    • Updated client patcher for MC 1.7.2, CB 953.
    v6.6

    • Autoloads worlds linked to from local gates.
    v6.5

    • Fixed client patcher. If you've patched the client with a previous version, you must reapply the patch.
    v6.4

    v6.3

    • Added client patcher.
    • Changed client reconnect kick messgaes - now requires new client patcher.
    v6.2

    • Tweaked spawn position when exiting gates.
    • Removed debugging code.
    • Added "Booth" and "Small" gate designs.
    v6.1

    • Fixed problem of network not shutting down properly.
    • Fixed minecarts going server-to-server.
    v6

    • First publicly available release.
    v1-v5

    • Never saw the light of day.
     
    vrox, Hwo, wassilij and 1 other person like this.
  2. Offline

    woodzy

    can this be dont with the Proxy and no client mod?
     
  3. Offline

    Mathew Alden

    yes. Don't ask me how though...

    It's in the config.yml file.

    Make 1 portal in each world using the "/trp design build *design type*" command. Name them both by putting words on the first line of the sign. They type "/trp gate link add *name of main world*.*name of gate in main world* *name of Phoenix world*.*name of gate in Phoenix world* rev".

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

    iamjagman2

    One question I have. I'm not completely sure this would be possible without TONS of code, or even possible at all, but it would be really awesome if you could make the portals show what is on the other end, like a "direct" link sort of thing I guess you would call it.
     
  5. Offline

    Mathew Alden

    It's just a stab in the dark... but did you accidently turn UseGatePermissions to true?

    They're saved in the folder of the world you build them in. world; world_nether; etc.

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

    ugoff

    /trp network get key
     
  7. Offline

    woodzy

    sorry but what i ment to say was hw to get the player to auto reconnect useign the proxy and NO client mod
     
  8. Offline

    Mathew Alden

    You don't need a client mod if running behind proxies... if your confused about that. I don't know how to set up the rest.
     
  9. Offline

    Hanii Puppy

    And how do you propose I change the first line on a sign I can't access because there are no portals to that world yet?
     
  10. Offline

    silthus

    Ah now it works on the same server but accross servers it drops the client with "Lost Connection".
    We are using Spout for reconnecting.

    Any ideas?
     
  11. Offline

    Woolcity

    update the wiki page for server to server teleportation. I've been waiting for over a week now. Maybe two. I haven't been keeping close record. FFS man come on. I know it's a good plugin. Now just tell me how to use it. Please.
     
  12. Offline

    Mathew Alden

    oh... There must be a teleport command or something...

    I asked a lot of dumb questions and finally made a video of how to do it (sorta). There's a link in my old video that's on the wiki.

    Just to make sure... you're running everything through Hamachi, right?

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

    silthus

    Lol^^

    I am running the two servers through localhost on a dedicated root server so its 100% not the network.

    Also in the console the servers say connection successful and open their linked gates correctly when activating them.

    The only problem ist that when someone jumps in the reconnect process starts and then he times out.
     
  14. Offline

    Woolcity

    Oh
    cool. Thanks man, I'll check it out.
     
  15. Offline

    ugoff

    Are the port numbers for each server set correctly in each of their settings?

    Doing '/trp server list' should list the addresses and port of the server you are on (look at publicAddress... should have something like *(*|25565) ) Since they're running on the same computer, they would have to be running on different ports.

    If they're different, the problem would have to lie in Spout's configuration.
     
  16. Offline

    frdfsnlght

    Oh man. I've been rather busy of late and haven't been able to do much with the plugin or the wiki these last couple of weeks. On top of that, I stopped getting email updates about new messages to this thread. So, sorry if it looked like I dropped of the face of planet. I sort of did, but it was unintentional. I'm going to review the posts I've missed and probably reply to a bunch of them, so you'll see a bunch of posts below.

    In summary, I haven't really touched the code or wiki in the last couple of weeks. Currently on my TODO list is the server-to-server wiki page, then I'll address what appear to be some bugs here and there. I'm still kind of busy with real life, but I'm doing my best.

    Yes, but only when using commands, not from interactions (punching the gate).

    However, I just added two feature requests:
    1) Enforce gate open/close permissions for player interactions
    2) Add permission for changing a gate's current link

    Very odd. I can't imagine any reason it would do this. Is the correct cost visible in the gate's file on disk?

    Someone added this as a feature request on the project site, maybe you?

    I'll make that message (as well as some other related ones) configurable so you can set it to an empty string.

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

    THG3

    No, I've been using in game commands to set the cost. If you could help me with the syntax for adding the cost in the actual design yml that would be greatly appreciated.
     
  18. Offline

    frdfsnlght

    There's a threading issue with 6.10 and world loading. It's been fixed in 7.0.

    Thanks again. I've added it to the wiki and preserved the old one too.

    Just so you know, the settings you change near the end for send/receiveChat and the various inventory settings (and all the settings in fact) can be set in game without editing the config file directly.

    The basic process assuming you're starting from scratch:

    1) build a gate in the current world (trp design build ...)
    2) create the gate by breaking and placing the sign with the gate's name on the first line
    3) create a new world (trp world add ...)
    4) teleport to the new world (trp world go ...)
    5) repeat steps 1 and 2 in the new world
    6) link the gates (trp gate link add ... rev)

    I've left out of the command parameters that would be specific to your setup (...). The online help can give a hint, as well as the pages in the wiki NOT marked with a version warning at the top.

    Just add "sendLocalCost: 4.0" (or whatever cost you want) to the design file. Make sure there's no leading spaces or tabs on the line.

    But that won't change it for existing gates, only new ones. You can also add the same line to an existing gate file, which is what the in game command is supposed to do. I'll have to have a look at why it's not saving that setting. It probably means other settings are getting saved either.

    If you could, can you use the in game command to set the cost, then do a "trp save config" command, then take a look at the gate file to see if it appears?

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

    lantean10

    yeah 7.0 did work thanks.
     
  20. Offline

    Mathew Alden

    Oh cool. I need to know how... So what are the commands for turning chat on and Permissions off?

    P.S. Is it possible to carry IConomy money from Server A to Server B but not to Server C?
     
  21. Offline

    frdfsnlght

    All those things are "options". Options are specific to different areas. So global options are set with "trp set <name> <value>", server options are set with "trp server set <serverName> <optionName> <optionValue>", gate options are set with "trp gate set <optionName> <optionValue> <gateName>" (notice the gate name is last, unlike for servers; there's a reason for this but I won't get into it now), network options are set with "trp network set <name> <value>".

    You can get a list of all the available options and their current values with the corresponding "get" commands: "trp get *", "trp server get <serverName> *", "trp gate get * <gateName>", "trp network get *". The asterisk means "get all the vaules", but you can use a specific option name if you only want to see one, or a regular expression if you want to see all the options that match.

    So, to answer your question: if you've configured a server named "OverThere", here are the commands:

    Code:
    trp server set OverThere sendChat true
    trp server set OverThere receiveChat true
    trp set usePermissions false
    
    Actually, I meant to mention this about your first video; money isn't transferred between servers. Ever. Economy stuff exists only on the server it's configured on. Moving money around would be interesting, but difficult. It's not something I want to consider at this point.
     
  22. Offline

    Mathew Alden

    Oh. Oh well... Just out of curiosity, why was I able to set IConomy to true???
     
  23. Offline

    THG3

    Code:
    name: votegate
    duration: -1
    buildable: true
    buildFromInventory:
    buildWorlds: .*
    linkLocal: true
    linkWorld: true
    linkServer: true
    multiLink: true
    restoreOnClose: false
    sendLocalCost: 10.0
    That's what I have for one of them, yet it still doesn't charge unless I use the in game command. And then it falls off. Also I did the /trp save config and it's not updating the design.yml
     
  24. Offline

    frdfsnlght

    Not sure what you mean. You can turn on iConomy integration any time you want, but if iConomy isn't loaded, it doesn't do anything.

    Is that from the gate file (not the design file)? If it's from the gate file, are you saying that after some period of time, the gate stops charging players stepping into the gate to travel?

    The design files are never updated once installed by the plugin.

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

    THG3

    @frdfsnlght

    I'm sorry, gate file? That was in the design yml as you instructed. Either way yes for some reason after I do a server /reload or /restart the price has to be re applied via the in game command.

    :(
     
  26. Offline

    frdfsnlght

    Once a gate is created, a gate file is written under the world directory. That's the file to put the line in for existing gates. You can also put it in the design file, which will copy it to any newly created gates.

    Anyway, I found the bug preventing the gate options from being saved automatically. It will be in the next update.

    Meanwhile, a workaround is to set the option, then force a gate save by opening/closing the gate. The "trp save gates" command won't do it (that's part of the bug).
     
  27. Offline

    THG3

    Thank you very much for looking in to this, this plugin really is pretty amazing.
     
  28. Offline

    frdfsnlght

    Finally, I've started updating the ServerToServer page, but it's not complete. I've added a new scenario (now #2) that seems to apply to a bunch of folks but also found a bug that prevents that scenario from working. I've got a fix in for that in v7.1, which will probably be out next week.

    I've also updated the Commands page so now that's current with v7.0. I'm going to have to add some new pages to enumerate all the new options available for gates, worlds, servers, network, and global. To much work to do and never enough hours.
     
  29. Offline

    Mathew Alden

    Then what does iConomy integration do? lol
     
  30. Offline

    dockter

    Anyone know if this is completely broken in 1.8 pre-release?
     
  31. Offline

    frdfsnlght

    It allows you to charge money for various things like building gates and using them.

    I haven't done anything with 1.8 and I won't until Bukkit has a recommended build for it.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 16, 2016
    Mathew Alden likes this.
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