[TP] Wormhole X-Treme - Multi-World capable Stargates - Moved to BukkitDev!

Discussion in 'Inactive/Unsupported Plugins' started by lycano, Jul 1, 2011.

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  1. Offline

    lycano

    Wormhole X-Treme v1.016
    Multi-World capable Stargates for bukkit powered servers
    Craftbukkit 1846

    This project has been moved to BukkitDev
    Please visit the new project page on BukkitDev http://dev.bukkit.org/server-mods/wormhole_x-treme/

    Project moved to BukkitDev
     

    Attached Files:

    Last edited by a moderator: May 18, 2016
  2. Offline

    Matsuro

    Can't seem to get a custom gateshape to work. How do i initally activate a redstone powered gate?
    I'm going for a half stargate where the sign and button are hidden underground behind it. there will be only two gates on this network so cycling the sign wiht redstone isnt needed.

    Code:
    # The name for this shape
    Name=Desert
    # Version 2 of shape files allows for many new things.
    # 3D gates, new format for blocks, woosh and light order etc
    Version=2
    
    GateShape=
    
    Layer#1=
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][RD][S:A][S:D]
    [I][I][I][I][[S][S][S]
    
    Layer#2=
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    
    Layer#3=
    [I][I][S][S][S][I][I]
    [I][S][P][P][P][S][I]
    [S][P][P][P][P][P][S]
    [S][S][S][S:EP][S][S][S]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I]
      
    # Number of ticks to wait before activating each # of the woosh. 1 tick = ~50ms
    WOOSH_TICKS = 3;
    # Number of ticks to wait before activating each # of the lights. 1 tick = ~50ms
    LIGHT_TICKS = 2;
    
    # None of the follow materials are required, they will default if not set.
    # Portal material the material the [P] blocks will be when gate is active.
    # Suggested values are as follows: STATIONARY_WATER, STATIONARY_LAVA, PORTAL, and AIR
    PORTAL_MATERIAL=PORTAL
    
    # Iris material is the material the [P] block become when iris is active
    # Suggested values are as follows: STONE, DIAMOND_BLOCK, GLASS, IRON_BLOCK, BEDROCK, OBSIDIAN, GLOWSTONE and LAPIS_BLOCK
    IRIS_MATERIAL=STONE
    
    # Stargate material is the material the [O] blocks are made of
    # Reasonable values are as follows: STONE, DIAMOND_BLOCK, GLASS, IRON_BLOCK, BEDROCK, OBSIDIAN, GLOWSTONE and LAPIS_BLOCK
    STARGATE_MATERIAL=OBSIDIAN
    
    # Active material is the material that :L blocks become when gate is active
    # Suggested Values are as follows: GLOWSTONE and GLOWING_REDSTONE_ORE
    ACTIVE_MATERIAL=GLOWSTONE
    
    # Redstone activated is the parameter to allow redstone to/from redstone locations.
    REDSTONE_ACTIVATED=TRUE
    
    THanks for the help
    -Tashi
     
  3. Offline

    BattleGroundxx

    GET StarGate instead
     
  4. Offline

    Sneaky420

    I like the "WHOOSH" hehe

    I shall wait till this on is updated to no longer being worked on :) but as this is the main form of transit for my players, and I have far too many gates to remake, I will wait till the number on the title changes to 1000
     
  5. Offline

    LucidLethargy

    Not at all, I've used this plugin on my server for well over half a year and for the first time it's been a week or so since the RB was released and it completely fails. What happens is existing gate designs aren't accounted for, so you go to use a gate and it creates a new gate automatically instead of simply functioning as the registered gate it should be. Using this on a live server will likely ruin your gate system (I'm not 100% sure, but it's safe to assume...)
     
  6. Offline

    but2002

    @lycano I'd like to make a request that was buried deep in the old topic.

    "Buffered dial" Let's say you don't have a lever active, and you use the /dial command. Well instead of rejecting the command, store it in a buffer, so the next time the user activates a stargate it uses the command in the buffer. Automatic clearing of like 5 minutes maybe (configurable)

    "Sign to Private" This is an extension of the Buffered Dial. If someone has a address stored in their buffer, make it so that when they activate a sign dial gate, it instead dials the address in the user's buffer, and not the selected address on the sign dial gate.


    Thanks for reading!
     
  7. Offline

    lycano

    @but2002 intresting though but the designs is that the gate shutdown itself after a timeout. This means any buffered gate will be unregistered with the player. Implementing a buffered dial system would mean to break the design and insert more code exceptions. Maybe later.
     
  8. Offline

    but2002

    I don't get how a pre-designated address would cause problems with the shutdown timeouts, but you know more about the code than I do. <3
     
  9. Offline

    Sneaky420

    sooo.... still not ready for cb 1000?
     
  10. Offline

    but2002

    Seems to work just fine for me.
     
  11. Offline

    player_x

    i still have the permissions problem.... any solutions for that?
     
  12. Hi,
    First of all congratulations for this awesome plugin :D I'm having a problem though. I designed a custom shape file with SignDial, but when I hit the button, the plugin is always asking me to type /wxcomplete like it's a Dial gate. Is there anything I missed ? I wonder if there is a maximum number of layers the plugin can handle, as it just misses layers beyond 10 when using /wxbuild, although it's strange because it knows where the DHD is (on layer 13).

    Here is a link to a snapshot for this gate : http://img807.imageshack.us/img807/7871/20110724160656.png

    Code:
    # The name for this shape
    Name=CircleSignDial
    # Version 2 of shape files allows for many new things.
    # 3D gates, new format for blocks, woosh and light order etc
    Version=2
    
    # GateShape now needs "Layer" lines
    # Each Layer requires a #number= and then a newline.
    # Blocks can only be placed into layers.
    # a 2D gate would have only 1 layer.
    # Acceptable blocks are:
    #    [I] = Ignored
    #    [S] = Stargate Material
    #    [P] = Air blocks that will turn into the portal material when activated.
    
    #    Extra parameters:
    #   --- These parameterss are 1 of each per gate ---
    #    :N = Block where the name sign will be created. This is optional.
    #    :EP = Block where players teleport in at. The players feet will be on this block.
    #    :EM = Block where minecarts teleport in at. The minecart wheels will be on this block.
    #    :A = Block where the activation switch is attached to. 1 per gate!
    #           The only restriction is that the block that faces it must be "I" (so nothing is in the way)
    #           The switch will face in the positive layer direction.
    #           In this example the switch will face towards where layer 3 would be (if there was a 3rd layer)
    #    :D = Block the sign dialer hangs from. Only 1 per gate!
    #           The only restriction is that the block that faces it must be "I" (so nothing is in the way)
    #           This block is not required, so shapes with this block can be either type. (sign or dial)
    #           Without this block a gateshape can only be /dial gate.
    #    :IA = Iris Activation Switch - Not required unless you want to be able to place an Iris on the gate.
    #
    #    IA, D, N, and A cannot be the same block, and none of those can contain W
    #
    #   --- There can be many of these per gate -- (Currently no restriction)
    #    :L = Blocks that will light when gate is activated
    #       Optionally you may add a #number after L to indicate the order it lights.
    #       Defaults to 1 if there is no #
    #    :W = Blocks that will woosh when gate is activated
    #       Optionally you may add a #number after W to indicate the order it wooshes in.
    #       Defaults to 1 if there is no # and the wait between numbers is configurable below.
    #       After all #s are active it removes them in reverse order but
    #       if a block is [P:W] the block will stay as portal material until gate is shutdown.
    #
    #    Redstone Blocks:
    #   --- There can only be 1 of each of these per gate, and they can-not occupy the same block as anything else ---
    #    [RD] = Redstone activation block. A redstone charge next to this block will activate the gate.
    #           This block requires a :D block for targetting. This block should be on top of a [S] block.
    #    [RS] = Redstone sign dialer cycle block. A redstone charge next to this block will cycle sign targets.
    #           This block requires a :D block for targetting. This block should be on top of a [S] block.
    #    [RA] = Redstone gate Activated block. This block will provide redstone charge when the gate is activated.
    #           This block should be on top of a [S] block.
    
    GateShape=
    
    Layer#1=
    [I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I][I][I][I][I]
    [S][S][S][S][S:L][S:L][S:L][S][S][S][S]
    
    Layer#2=
    [I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I:W#2][I:W#2][I:W#2][I][I][I][I]
    [S][S][S:L][S:L][P][P][P][S:L][S:L][S][S]
    
    Layer#3=
    [I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][I:W#3][I][I][I][I][I]
    [I][I][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I][I]
    [S][S:L][P][P][P][P][P][P][P][S:L][S]
    
    Layer#4=
    [I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I:W#3][I:W#3][I:W#3][I:W#3][I:W#3][I][I][I]
    [I][I][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I][I]
    [S][S:L][P][P][P][P][P][P][P][S:L][S]
    
    Layer#5=
    [I][I][I][I][I][I:W#4][I][I][I][I][I]
    [I][I][I:W#3][I:W#3][I:W#3][I:W#3][I:W#3][I:W#3][I:W#3][I][I]
    [I][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I]
    [S:L][P][P][P][P][P][P][P][P][P][S:L]
    
    Layer#6=
    [I][I][I][I][I:W#4][I:W#4][I:W#4][I][I][I][I]
    [I][I][I][I:W#3][I:W#3][I:W#3][I:W#3][I:W#3][I][I][I]
    [I][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I]
    [S:L][P][P][P][P][P:W#1:EP][P:W#1:EM][P][P][P][S:L]
    
    Layer#7=
    [I][I][I][I][I][I:W#4][I][I][I][I][I]
    [I][I][I:W#3][I:W#3][I:W#3][I:W#3][I:W#3][I:W#3][I:W#3][I][I]
    [I][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I]
    [S:L][P][P][P][P][P][P][P][P][P][S:L]
    
    Layer#8=
    [I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I:W#3][I:W#3][I:W#3][I:W#3][I:W#3][I][I][I]
    [I][I][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I][I]
    [S][S:L][P][P][P][P][P][P][P][S:L][S]
    
    Layer#9=
    [I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][I:W#3][I][I][I][I][I]
    [I][I][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I:W#2][I][I]
    [S][S:L][P][P][P][P][P][P][P][S:L][S]
    
    Layer#10=
    [I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I:W#2][I:W#2][I:W#2][I][I][I][I]
    [S][S][S:L][S:L][P][P][P][S:L][S:L][S][S]
    
    Layer#11=
    [I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I][I][I][I][I]
    [S][S][S][S][S:L][S:L][S:L][S][S][S][S]
    
    Layer#12=
    [I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I][I][I][I][I]
    [S][S][S][S][S][S][S][S][S][S][S]
    
    Layer#13=
    [I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][S:A][S:D][I][I][I][I]
    [I][I][I][I][I][S][S][I][I][I][I]
    [S][S][S][S][S][S][S][S][S][S][S]
    
    Layer#14=
    [I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I][I][I][I][I]
    [I][I][I][I][I][I][I][I][I][I][I]
    [S][S][S][S][S][S][S][S][S][S][S]
    
    # Number of ticks to wait before activating each # of the woosh. 1 tick = ~50ms
    WOOSH_TICKS = 20;
    # Number of ticks to wait before activating each # of the lights. 1 tick = ~50ms
    LIGHT_TICKS = 5;
    
    # None of the follow materials are required, they will default if not set.
    # Portal material the material the [P] blocks will be when gate is active.
    # Suggested values are as follows: STATIONARY_WATER, STATIONARY_LAVA, PORTAL, and AIR
    PORTAL_MATERIAL=STATIONARY_WATER
    
    # Iris material is the material the [P] block become when iris is active
    # Suggested values are as follows: STONE, DIAMOND_BLOCK, GLASS, IRON_BLOCK, BEDROCK, OBSIDIAN, GLOWSTONE and LAPIS_BLOCK
    IRIS_MATERIAL=STONE
    
    # Stargate material is the material the [S] blocks are made of
    # Reasonable values are as follows: STONE, DIAMOND_BLOCK, GLASS, IRON_BLOCK, BEDROCK, OBSIDIAN, GLOWSTONE and LAPIS_BLOCK
    STARGATE_MATERIAL=OBSIDIAN
    
    # Active material is the material that :L blocks become when gate is active
    # Suggested Values are as follows: GLOWSTONE and GLOWING_REDSTONE_ORE
    ACTIVE_MATERIAL=GLOWSTONE
    
    # Redstone activated is the parameter to allow redstone to/from redstone locations.
    REDSTONE_ACTIVATED=FALSE
    
     
  13. Offline

    but2002

    Describe to me in detail how you are creating the gate from step one.
     
  14. I first made a non-functional prototype in order to create the shape file properly. After uploading the shape file, I punched the button and then it asks me to type /wxcomplete etc. (there is already a sign with name on it).

    If I use /wxbuild CircleSignDial by putting a DHD (just 2*1 blocks with the button), what occurs shows on the snapshot I put above and then it still asks for a /wxcomplete.
     
  15. Offline

    but2002

    Could you message me your server information? I want to watch this.
     
  16. huh ? Sure, when you tell me what file it is and where I cna find it....
     
  17. Offline

    but2002

    No.. I mean. Could you message me the IP / Address so I can join your server and watch this.. :p
     
  18. Offline

    GameSlayerGS

    Ok, I figured out how to build a custom Gate and stuff, but it still requires a DHD, is there a way to build a Stargate, activate it with "/wxcomplete" and then remove the DHD? I tried and the switch won't go away.
     
  19. Offline

    but2002

    Checked the source, 3D shapes are limited to 10 layers. :(
     
  20. How do you wxremove a gate which name has spaces in it ? ...
     
  21. Offline

    SplenectomY

    I noticed that explosions that would affect a wormhole or its sign are disabled/nullified. Is there anyway to stop this? I want my users to be able to blow up someone else's wormhole (with a cannon or what not).
     
  22. Offline

    but2002

    /wxremove "Gate Name" With quotes.
     
  23. Offline

    LucidLethargy

    I am considering a move to another plugin for my teleportation requirements, but as most my gates all operate off of this one I would rather not... Is there a fix in the near future for CB1000 and will future updates occur fairly quickly (within a week of the new builds?)

    I don't mean to sound demanding in the least, but thinking practically I want to ensure I can keep my network going if possible without the threat of downtime. If you (Lycano) believe this is simply not something your up to then that's completely cool - I just need to consider my server's needs here is all. I appreciate the hell out of the work you've put in up until now, but well... I just have to ask this and see what I can do for my server at this time.
     
  24. Offline

    but2002

    It works fine for me on build 1000 What exactly doesn't work for you?
     
  25. Offline

    lycano

    @but2002 first of all thanks for your support in this thread im quite busy atm cause i found a new job and have to prepare some stuff for it.

    To answer your question on page 7 about shutdown_timeout ... each gate is in its own thread. If you activate a gate its a thread if you dial with a sign dial gate it has its destination (its a thread too) so any gate that is lightened up or dialed is an active stargate and has its own thread and will be shutdown after a timeout. If the shutdown timeout is reached the gate will be removed from the player stargate link.

    After my refactoring it is possible for the player to use multiple stargates but the rule for shutdown_timeout still applys. In order to implement buffered gates i have to break this so that the player can still redial the "buffered queue" and thats currently not possible without redesigning everything.

    @SplenectomY no a gate is always rebuild when you hit the lever. But if you destroy the sign on the DHD or the Gate it will be destroyed (its like a wxremove). If you are not hitting the lever again it will be permanent. Just remove the block behind the lever and its gone for ever.

    @Mister_Tesseract but2002 was right about the double quote usage but i want to add something. Your GateName is limited to the maximum char count of the sign. You should use only A-Z0-9 for a gate name. Spaces are okay but this will limit its name eventually if you do "World Gate1" "World GateFarAway" someday like using the first part as a group.

    Thinking further if you want groups use the network name (second line on the sign)

    @LucidLethargy well as you didnt discribed what your problem is but2002 and i cant help you. This plugin should work perfectly in RB1000. Well i didnt checked it but there was no major signature change. Many stuff is done manually without even using much of Bukkit's methods so it should just work. If you refer to "one gate is not working and others are" this bug is long gone and is fixed in v1.x releases.

    Currently one player can dial multiple stargates and there is nothing that would stop a gate from working actually as its in its own "space"

    @Matsuro if you modify the shape without reloading the server then the changes are not applied. A shape is only fetched at PluginEnable. If you dont want to reload the whole server use "/wxreload now" command to apply your changes. Hint: "/wxbuildlist" shows you the available gate shapes.
     
  26. Offline

    LucidLethargy

    Actually I described it a few pages back, I will paste what I wrote then here:

    Hopefully this helps, and I will even go into more detail:
    I basically walk up to any of my gates in my current network and when I right click the sign nothing happens... I then pull the lever to test it fully and the gate recreates itself. I believe others have reported this as well, so it must be something odd... as referenced above I have used this since it's creation, so perhaps I just need some sort of conversion to your version for my files?

    Anyway let me know what I can do to help as I'd love to see a solution for myself and others!
     
  27. Offline

    but2002

    If you didn't pay much attention, this is known. This build switched from H2SQL to SQLite without any ability to convert the databases automatically. There's a way to convert the databases a few pages back. Have a gander at it.
     
  28. Offline

    SplenectomY

    That's not what I was getting at. I'm using a Towny server with a focus on PVP. I want people to be able to shoot a TNT cannon at someone's wormhole and disable it (I.E., knock off the sign). Please advise.
     
  29. Offline

    GameSlayerGS

    Does anyone know how to remove the lever from a DHD? (After it's made of course.)
     
  30. It's possible for me to do this on my server because I have WorldEdit.
     
  31. Offline

    lycano

    @GameSlayerGS The lever is essential. If you remove it the gate cant be activated. If you do the same as Mister_Tesseract did removing the lever is the only option i can see to disallow dialation from one site but i personally dont like it ...

    Why do you need to remove a lever from a gate without removing it?
     
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