Inactive [TP] Wormhole X-Treme - Multi-World Capable Stargates v0.854 [766]

Discussion in 'Inactive/Unsupported Plugins' started by Ben Echols, Jan 24, 2011.

  1. Offline

    Lologarithm

    This is now inactive - http://forums.bukkit.org/threads/tp-wormhole-x-treme-multi-world-capable-stargates-v1-011-953.23973/ is where you can find the currently active developed version.




    Release v0.854 contains the fix to stop the IndexOutOfBoundsException that happens when 3d shapes have no light blocks. Also contains the fix for 2d gate iris levers (they get added properly again). The Wormhole X-Treme Worlds support is for a version of WXW that is still under development, expect things to break badly if you enable it without the proper version of WXW (0.5, which is not released as of yet).

    If this is your first time downloading this please download the zip, it contains the database software we depend upon.
    You are also encouraged to read the changelog and readme. Especially the readme.
    Basic instruction for use and configuration can be found below.

    Major Features:
    • Player teleportation!
    • Multi-world support
    • Permissions integration (As well as some basic built-in permissions)
    • Custom 3d & 2d gate shapes
    • Iris password protection
    • Minecart teleportation
    • Help plugin integration
    About Wormhole Xtreme:

    Get the Source
    Donate to my coffee fund (It helps me code faster!)

    When I first heard about bukkit I knew I wanted to write a plugin. As I always wanted a way to teleport around I thought it would be fun to write a mod that could do this. I thought writing one like the Stargates from Stargate would be cool.

    So I decided I would make my own portal plugin as my first try at bukkit (and really first mod for Minecraft so far).

    So here is my release of Wormhole X-Treme!

    video (open)

    Samkio made a usage video here, it is a touch out of date but the general idea still works:


    Changelog with important entries in bold (open)

    Changes 0.854
    • Updated chunk (un)loading to happen when gate (de)activates and when dial lever state changes happen.
    • Fixed iris levers not being added properly with 2d gates. (Oops, guess that code WAS needed)
    • Fixed IndexOutOfBoundsException on 3d gate shapes without lighting blocks.
    • Hamfisted fix for signs not updating. Now we nuke the sign and build it from scratch every time a gate sign is toggled. Causes a flash, but... who cares. It works EVERY time now.
    Changes 0.853:
    • Fix for /dial gates breaking when a user who doesn't have dialer permission hit the lever.
    • Switched to getTypeId() from getType(), hopefully this works around the getType() == Air bug that might be lingering.
    Changes 0.852:
    • Added support for upcoming Permissions 3.0.x release.
    • Fixed a NPE in 2d shape code dealing with light block positions.
    • Added soft dependencies to plugin.yml.
    • Minor log format changes for readability.
    Changes 0.851:
    • Complete revamp of how we handle permissions checks. Lots more case statements, lots less if/else if. Much better. This is what enums are for.
    • Added new gate use cooldowns. This feature will only work on complex permissions enabled servers. There are three groups you can assign a player to; 'wormhole.cooldown.groupone', 'wormhole.cooldown.grouptwo', and 'wormhole.cooldown.groupthree'. If you have an '*' on any user/group, remember to '-wormhole.cooldown.groupone' etc. There is a new command to enable, disable, and modify cooldowns; 'wormhole cooldown [true|false|group] <time>', valid groups being 'one', 'two', and 'three', valid time being between 15 and 3600 seconds. There are also Settings.txt options for all of these new settings. Cooldowns are set when a player enters a stargate, not when they /dial. Cooldowns are removed via timer events, and even if the timer event fails, we do a fall back calculation when a player enters a stargate, and gets denied access.
    • Added new gate build count restrictions. This feature will only work on complex permissions enabled servers. There are three groups you can assign a player to; 'wormhole.build.groupone', 'wormhole.build.grouptwo', and 'wormhole.build.groupthree'. If you have an '*' on any user/group, remember to '-wormhole.build.groupone' etc. There is a new command to enable, disable, and modify build count restrictions; 'wormhole restrict [true|false|group] <count>', valid groups being 'one', 'two', and 'three', valid count being between 1 and 200. There are also Settings.txt options for all of these new settings.
    • Updated the stargate sign dial sign reset code to be more reliable at causing the client to notice update changes.
    • Added a thrown exception during stargate 3d shape parsing if the shape doesn't have an exit point. We depend on this location for pretty much everything. If it isn't there, really bad bad bad things happen.
    • Now we have more than just Standard as our default shape. We extract Standard, StandardSignDial, Minimal, and MinimalSignDial to the gateShape folder if it is missing shapes.
    • Now we don't toggle stargate signs when we start.
    Changes 0.850:
    • iConomy support removed. I will not depend on plugins that decide to change their package name 5 major versions in and basically give everyone who depended on the package location the middle finger.
    • 3d Gate shapes now implemented.
    • Custom gate settings now in place (read: per gate material settings). This included the re-addition of the portalmaterial and irismaterial commands. lightmaterial, redstone, wooshdepth, and custom commands newly added.
    • Massive internal overhaul, refactorings, cleanups, general goodness and bugfixes.
    • Added support for Wormhole X-Treme Worlds. This allows Wormhole X-Treme to offload its chunk loading and world loading to WXW, for worlds that exist in WXW. Requires user to change Settings.txt option WORLDS_SUPPORT_ENABLED from false to true. This option requires Wormhole X-Treme Worlds v0.5 to be installed, and preferably configured for every existing world populated with stargates. If this option is set to true but WXW is not v0.5 (or not installed), WX will not load its stargates from its database.
    • Removed many superfluous chunk load requests. Added graceful chunk unload queue when we are done with a chunk.
    • Bumped supported version of permissions to include the 2.7 tree.
    • Updated help text for new/modified commands.
    • Added backwards compatibility, for those users who just don't want to upgrade to 3d shapes.
    • Added loads of failsafe settings, for when users don't have any shapes installed, but have stargates already.
    • wxidc now only works on non-sign powered gates which have iris activation blocks set.
    Changes 0.833:
    • Fixed iConomy double(or many many more) charging issue. Tried to do something awesome, turned out to be a bad idea. We'll revisit these kind of changes when 3d shapes are in and I can do some major refactoring and method merges/splits.
    • Bumped supported version of permissions to include the 2.6 tree.
    • Merged some of the sign click schedule related methods. Should make sign click messages more reliable.
    Changes in v0.832:
    • Fixed a NPE in new database initialization. Whoops, missing null-check, added.
    Changes in v0.831:
    • Fixed erroneous messages sent when a plugin is attached to already and WXT receives a plugin event for it. Cosmetic bug, fixed.
    Changes in v0.830:
    • Water now will not flow over Stargate anythings. No more broken levers and magic blocks of water floating in their place.
    • Buckets now will no longer work with stargate anythings. No free water and lava.
    • Minor optimizations and code cleanups.
    • PORTAL_MATERIAL, IRIS_MATERIAL, STARGATE_MATERIAL, ACTIVE_MATERIAL are all part of gate shape now.
      • All configuration values associated with these are gone now.
      • Gate shapes without these default to
        • PORTAL_MATERIAL = STATIONARY_WATER
        • IRIS_MATERIAL = STONE
        • STARGATE_MATERIAL = OBSIDIAN
        • ACTIVE_MATERIAL = GLOWSTONE
    • Updated default gate shapes that come in the zip to include these new values.
      • See gate shape files for more details
    • Removed version 1 DB conversion because new design doesn't allow for it anymore.
      • For users this means if you are upgrading from version 0.3 or less to this version you will need to remake your gates.
    • Fixed NPE in onPlayerInteract caused by event not reporting the block the interact event was associated with.
    • Logic tweak in the find safe teleport code. Should be *safererer*
    • Sign powered stargates now can only target other sign powered stargates.
    • Fixed so that when coming from a lava portal stargate to a non-lava portal stargate fire damage is canceled still. No more nasty fire after a teleport.
    • Added the logic back in to stop people from randomly teleporting when next to the lever of an active gate. The side effect is, when block.getType() fails, gates don't work. Its one or the other.
    • Fixed /wxcomplete permission deny issue with stargates on public networks.
    • Added ICONOMY_OWNER_EXEMPT option to Settings.txt with a default value of true. When true this option disables the charging of gate owners for using their own gates.
    Changed in v0.821:
    • Update version of iConomy we build against and test for.
    • Fix NPE in old non-shape based gates.
    • Added custom StargateTeleportEvent for MinecartMania as we nuke the minecarts before we teleport the player and put them back in the minecart.
    • Refactored package to com.wormhole_xtreme.wormhole in anticipation of adding more stargate related projects.
    Changed in v0.820:
    • Initial support for CraftBukkit Build 600.
    • Got rid of the stupid double error that people got by not reading the readme. Now when we parse settings.txt, if the value is integer for the iconomy settings, we change it to a double by simply dropping a .0 at the end of it. Problem solved.
    • Lots of optimizations to the distance finding method we were using. Also fixes to the gate shape parsing code. (Thanks lirelent)
    • Overhaul of the way we handle permissions internally. More unified approach to the actual permissions checks.
    • Gate block protection should now be compatible with plugins like mcMMO. "Should" being the operating word.
    • Levers now properly move when used and toggle on and off when stargate and iris are activated.
    • All Permissions deny events now log at Level.FINE. Got permissions problems with WXT? Now see what is happening.
    • Optimized fire protection. Now we use timer events that go off 2 seconds after gates close. This way we don't have to listen for fire type events 24/7. :)
    • Fixed teleportation dropping people into very unsafe locations. Now we scan for safe place to drop people, if we can't find one we drop the player in front of the DHD. This will also FIX wormholes by setting the stored teleport location to the new clean and safe location.
    • We now support using the help plugin along with WXT.
    • We now have settings.txt options to hard disable support of iConomy, Permissions, and the help plugin. No longer do we log a warning when unable to find the plugin we depend on. We log at INFO. :p
    • Buttons are no longer really used. If a button exists on a stargate, it will be replaced with a shiny new lever on the first use.
    • Lava stargates are *really* safe to use now. For trees even. Not minecarts though.
    • A whole host of debugging information has been added at Level.FINE. If you can trigger a bug reliably, set yourself to fine and provide the server.log details surrounding the bug. Not recommended for production servers as well... its exceissive.
    • The '/wormhole regenerate' command is partially added. Will regenerate missing activation and iris levers.
    • Minecarts work across chunks and worlds now! If you run into a location where it doesn't work, use the wormhole in both directions to correct the wormhole, then try again. :)
    Changed in v0.812:
    - /wxgo now works properly when traversing world bounderies. First we quickly pop into the default spawn location for the target world, then from there we go to our final destination. It is a hack, but it is a working hack. :)
    - methodized the code to find closest stargates, and find distance from closest stargate blocks as well as the math to find distance.
    - Updated block ignition events to only use proximity style checks. Block ignition event cancellation radius increased to active stargate woosh depth or 4 blocks, which ever is further.
    - Updated '/wxcompass' to use new FindClosestStargate method.
    - Updated onEntityDamage to use only proximity style checks. On active gates a bubble of no fire damage of either woosh_depth or 4 blocks, which ever is larger, is created. On closed gates a bubble of 2 blocks is created to stop fire ticks occuring right as a gate closes. Stopped caring about potential drowning in stargate. If user decides they want to stand in the wrong side of a gate till they drown, that is their choice.
    - Re-added missing CONSTRUCT_NAME_TAKEN error string in ConfigManager. This stops an NPE in 'wxcomplete'.
    - Added support for tkelly's Help plugin. Will generate proper config based on permissions type (simple or complex) or lack of permissions plugin altogether.
    - Refactored the heck out of iConomy and Permissions support. Own classes in a new package to go along with the Help support. Methodized a bunch of useful functions. Less duplicated code.
    - Added some log output for 'wxforce'. Should help combat abuse.
    - Ops are now always able to use 'wxremove'.
    - The '/wormhole simple' command now refreshes Help entries to the proper permissions after being set.

    Changes in v0.811:
    - Came up with a proximity based check for stargates in the lava & fire event
    cancellation code. Now only 3 block radius around active lava portals
    gets its lava & fire events cancelled. STATIONARY_LAVA is safe for players
    to use in portals now. For reals.
    - Version 4.5 of iConomy is now supported and verified as working.
    - Now we actually check for Iris on gate use while in minecart...
    - Back to the good ol kick the player out of the cart and stuff them through
    the stargate method. Doing a bit of a hackish teleport when going between
    worlds as well. We tp to spawn, then instantly to destination. This is only
    when starting the tp while in minecart. If minecart is empty and passing
    into a stargate that will traverse worlds, we kick the minecart back. Otherwise
    it will dissapear into the void.
    - Now we cancel block ignite events on a proximity basis, same way we cancel
    fire and lava events on player. No more trees bursting into flames near a stargate.

    Changes in v0.810:
    - Broke '/wxcompass' out into its own class. Removed '/wormhole compass'.
    - Broke '/wxcomplete' out into its own class. Removed '/wormhole complete'.
    - Broke '/wxidc' out into its own class.
    - Broke '/wxremove' out into its own class. Removed '/wormhole remove'. Fixed so it toggles iris to off state before removing gates with iris active.
    - Broke '/wxlist' out into its own class. Added no permissions error message. Removed from '/wormhole' command.
    - Added command '/wxgo' and broke it out into its own class. Added no permissions error message.Removed from '/wormhole' command.
    - Broke '/dial' out into its own class.
    - Broke '/wxbuild' out into its own class.
    - Broke '/wormhole' out into its own class.
    - Added another message for active gates. Now it will say either remote activated, or activated by someone else already.
    - Added SIMPLE_PERMISSIONS config option. The default value of 'false' makes permissions node settings use complex mode. While the setting of true sets the plugin to check for extremely simplified permissions. Permission node details can be found in the README.
    - Refactored the WXForce class to Force. Hopefully this shuts MSSE up. ^^;
    - Moved a bunch of the initial loading out of onEnable and into onLoad. Now we use onEnable only for events that should only happen at plugin Enable.
    - Updated '/wormhole' command to have more descriptive errors and built in help. Updated help information for this command as well. Command now has unified messaging string headers. Added new 'simple' option to enabling simple permissions while the game is live. Requires the user to have proper permissions node for configuration in target mode. Removed a bunch of duplicated permissions checks. Only one check is needed at beginning of command call now.
    - Revamped readme to reflect important recent plugin package changes.
    - Fire damage, combustion damage, and drown events now canceled in stargate. Now LAVA is really a valid portal material.
    - Creeper explosions are now canceled when they would cause damage to stargates. This will stop signs and buttons from being destroyed during that mad dash to/from a stargate. ^^

    Plugin Commands (open)

    dial:
    description: Dial a remote Stargate, unlock IDC with optional password
    usage: /dial <StarGate> [IDC]
    <stargate> The StarGate to dial.
    [IDC] Use optional password to open remote Iris.

    wormhole:
    description: Wormhole administration and configuration commands.
    usage: /wormhole <commandtype> [ARG1] [ARG2]
    Valid Commands - 'owner', 'perms', 'portalmaterial', 'irismaterial', 'lightmaterial', 'shutdown_timeout', 'activate_timeout', 'simple', 'regenerate', 'redstone', 'wooshdepth', 'cooldown', 'restrict', & 'custom'.

    wxlist:
    description: List all Stargates.
    usage: /wxlist - List all Stargates.

    wxbuild:
    description: Automatically Build Stargate.
    usage: /wxbuild <GateShape>
    <GateShape> The GateShape to build.
    After placing a DHD with a button (and sign if wanted) running this command then pressing the button will cause the specified <GateShape> to be built.

    wxremove:
    description: Remove a stargate, optionally destroy its blocks.
    usage: /wxremove <GateName> [-all]
    <GateName> The GateName to remove.
    [-all] destroys gate blocks too.

    wxcompass:
    description: Point compass needle at nearest Stargate.
    usage: /wxcompass - Point compass needle at nearest Stargate.

    wxcomplete:
    description: Complete StarGate construction.
    usage: /wxcomplete <GateName> idc=[IDC] net=[Net]
    <GateName> The name to give new Stargate.
    [IDC] Optional password to give Stargate.
    [Net] Optional network for Stargate.

    wxidc:
    description: Gets or sets a gates IDC.
    usage: /wxidc <GateName> <optional_set_idc>
    Requires being either owner or have wormhole.config
    set -clear to remove the IDC

    wxforce:
    description: Forcefully shut down all gates and/or open all iris
    usage: /wxforce <close|drop>

    wxgo:
    description: Teleport to specified wormhole.
    usage: /wxgo <GateName>

    Install directions (open)

    New Install:
    1. Download the zip.
    2. Unzip file into same directory that your craftbukkit.jar exists in. This should put the hsqldb.jar into the lib/ folder, the WormholeXTreme.jar into the plugins/ folder, and the latest versions of GateShapes into the plugins/WormholeXTreme/GateShapes/ folder.
    3. Start server
    4. (Optional) Stop the server and edit the newly generated /plugins/WormholeXTreme/settings.txt file as needed.
    5. (Optional) Edit gate shapes in /plugins/WormholeXTreme/GateShapes/
    6. (Optional) If using the Permissions plugin based plugin, set up the appropriate permissions. If using SIMPLE_PERMISSIONS = true remember to use permissions from the Simple Mode list, otherwise use nodes from Complex Node.
    7. (Optional) Start Server again

    Basic use instructions (open)

    Basic Use:
    First off you need to make a stargate. I you can see the design design below - you need the Gate, a Dial Home Device (DHD), and a stone button or lever facing away from the gate on the DHD. The purple blocks are Obsidian, and the Blue has to be air, but will turn to water when the gate is activated.
    basic_stargate_and_dhd.png

    A real example of a constructed gate:
    2011-01-24_01.53.11.png

    You MUST make the gate exactly as it is in the picture.

    Once it is assembled hit the button ( You need to stand at least one block away from the button for the event to trigger. ) and the system will confirm that the stargate is properly made. If you don't see a "wormhole design valid" message you did not create the gate properly.
    If you did see the message, you simply type /wormhole complete <name> to finish and name the gate. A name sign with the gates name should appear on the gate. You can optionally type /wxcomplete <name> <idc=[IDC]> (idc = iris deactivation code, or the code needed to use the gate) - this will make your gate password protected.

    Now if you hit the button again it will "activate" the gate to be dialed.

    To Dial (after hitting the button) you type "/dial <remote_gate_name>" and the gate will open and fill with water! (You can change the portal material by using /wormhole material) The gates currently don't by default timeout after dialing. If the remote gate has an iris code you will need to type "/dial <name> <idc>" to activate the remote gate.

    Hitting the button again from the gate that dialed out will deactivate the gate. Pressing the button on a gate that has been dialed in to will do nothing because you can't activate a gate that is remotely activated. (Tried to keep it just like the show haha).

    Name Sign Dialing (Public Gate System):
    • NOTE: This is an alternate way to BUILD a gate. Currently existing gates will not work by simple placing a sign next to the activation button. You will need to /wormhole remove first and then re-complete the gate using this system.
    • Place a second obsidian "pillar" next to the main DHD and place a sign on it. Put the name of the gate on the top line.
    • Gates with this sign can only be dialed via the sign now. You will only see other gates that have a sign.
    • Gate without a sign can dial IN to a sign gate.
    • AGAIN : If you make a gate without a sign it will NOT be on the list of gates.
    • To cycle through possible gates use right click - Sometimes it takes a click or two for it to work :)
    • See here for sign dialer gate example:
    • 2011-01-25_02.15.31.png
    • Note - unless you have STARGATE_FULL_ACCESS or "wormhole.remove" you will be unable to destroy any blocks that are part of the gate.
    • Networks!
      • If you put any text on the second line of the sign, it will be the "network" the gate is on.
      • You will only be able to dial other gates on the same network as you
      • Currently you cannot change the network, so make sure you type it correctly!
      • By default (if nothing is put on the second line) a gate will be part of the "Public" network.

    Basic configuration settings (open)

    Configuration:
    • All configuration is now stored in a file /plugins/WormholeXTreme/Settings.txt
      • All descriptions of the settings will be found in that file with the settings.
    • You can change some options while the server is running:
      • /wormhole activate_timeout <optional_timeout>
        • This is the length of time after activating but before dialing that the gate deactivates.
        • This does not affect sign dialed gates.
      • /wormhole shutdown_timeout<optional_timeout>
        • Setting to 0 means portal only closes after something goes through, and then immediately closes.
        • This setting is how long after a player dials a gate before the gate shuts down.

    Permissions plugin settings (open)

    Permissions:
    • This plugin works with the Permissions plugin. (Currently 2.5+ Only)
      • Changing the built in permissions will not change the Permissions plugin at all.
    • Without the Permissions plugin you can use the built-in permissions (disabled by default)
    • /wormhole perms - for more information
    • to enable/disable default perms /wormhole perms active <true|false>
    • When built-in permissions are active:
      • Default OPs get all access
      • Default all other users get USE only
    Permissions Plugin Nodes: (Controlled by settings.txt - SIMPLE_PERMISSIONS)
    SIMPLE_PERMISSIONS = false
    Complex Mode:
    wormhole.use.sign - lets a user use sign gates.
    wormhole.use.dialer - lets a user use '/dial' gates
    wormhole.use.compass - lets a user use '/wxcompass' command.
    wormhole.remove.own - lets a user remove a gate that they own
    wormhole.remove.all - lets a user remove any gate
    wormhole.build - Able to build new wormholes
    wormhole.config - Able to configure settings like material and timeout
    wormhole.list - Able to use '/wxlist' command to list wormholes
    wormhole.network.use.NETWORKNAME - Able to use wormholes on NETWORKNAME
    wormhole.network.build.NETWORKNAME - Able to build wormholes on NETWORKNAME
    wormhole.go - allows user to use '/wxgo' command.
    wormhole.build.groupone - Part of build restriction group one.
    wormhole.build.grouptwo - Part of build restriction group two.
    wormhole.build.groupthree - Part of build restriction group three.
    wormhole.cooldown.groupone - Part of wormhole use cooldown group one.
    wormhole.cooldown.grouptwo - Part of wormhole use cooldown group two.
    wormhole.cooldown.groupthree - Part of wormhole use cooldown group three.

    SIMPLE_PERMISSIONS = true
    Simple Mode:
    wormhole.simple.use - Lets a user use wormholes.
    wormhole.simple.build - Lets a user build wormholes.
    wormhole.simple.remove - Lets a user remove wormholes.
    wormhole.simple.config - Lets a user configure WormholeXTreme settings

    Help plugin settings (open)

    Help:
    • Currently there are no configuration options for Help the help plugin. It is just plug and play. If you want to change the help text, you are able to do such via the Help plugin override build into the Help plugin.

    As always please let us know of any bugs! Just remember, some bugs are in vanilla and craftbukkit itself, so we may not be able to address them easily.


    Devs: Lologarithm & alron
     

    Attached Files:

  2. Offline

    alron

    Incoming!

    Be aware. With new version (v0.800), if gate creation breaks, restart server. There is nothing we can do to fix this. Bukkit/CraftBukkit bug is causing it. We have stopped using Block.getType() where we could. But, it is required in a bunch of locations where, frankly, we don't have any other option. When bukkit fixes this bug (or creates a new more reliable method we can rely on) the plugin will magically stop having these bugs (or we will have to start using a new method/api). This bug has almost a 100% chance of being triggered when teleporting to and from nether. This bug has a large chance of being triggered when teleporting out and in of chunk.

    This is more or less the same bug the prior versions of WXT have had. :(
    Just lessened a bit in the important ways. Gates shouldn't break in the "on" position any more.
     
  3. Offline

    Juze

    Hopefully this fixes my errors, thanks for update.
     
  4. Offline

    alron

    Just a note, the CB 527 is not *required* just recommended (and what we actively tested against... more or less). 478-507 and 518-531 should work. Just saying this to forestall complaints about version requirements. :)
     
  5. Offline

    icomeinpieces

    I'm not sure if this has been asked before but can you only password unsigned gates?
    if no, how do i assign a password to a signed gate?
    again sorry if this issue has been visited before.
    on a side note, Lologarithm, has your little one gotten better?
     
  6. Offline

    alron

    Don't really have everything in place yet for passworded sign gates. We have discussed adding them though.
     
  7. Offline

    Jonathon

    Sweet this fixes all my errors and now all my gates work great. Guess the downtime was a good excuse to make some epic Gate sites. :)

    One problem now is that eris's don't work anymore. I flip the switch but nothing happens.

    Code:
    >version
    09:19:59 [INFO] This server is running Craftbukkit version git-Bukkit-0.0.0-515-gdf136c3-b530jnks (MC: 1.3)
    09:19:59 [INFO] This server is also sporting some funky dev build of Bukkit!
    >
    
    I don't have permissions for anything. But the people who would place gates are already ops anyway so it doesn't matter.
     
  8. Offline

    alron

    Let me dig into the code and see if we missed anything, I could swear they were working before I built the release jar. ^^;

    EDIT:

    Verified as working as an op and also with permissions.

    Iris lever activation is allowed by any Op, and the following:

    When using the Permissions plugin those users with BOTH 'wormhole.network.use.NETWORKNAME' permission (Public networks don't need permissions), and EITHER 'wormhole.use.dialer' or 'wormhole.use.sign'.

    Or when no permissions plugin is enabled EITHER the WORMHOLE_CREATE_PERMISSION, WORMHOLE_USE_PERMISSION, or WORMHOLE_FULL_PERMISSION using the built in permissions.

    Hope this helps. :)

    If you still have problems, recreate gate. If problem STILL persists after that, let me know. :)
     
  9. Offline

    Jonathon

    Ahaha, Shoulda been the first thing I tried. Made a Waypoint2 gate and the eris worked. Guess everyones gonna be happy about the rebuild your gates. xD

    Cheers
    Jonathon

    ---
    Edit: Its sorta lateish
     
  10. Offline

    alron

    I didn't have to rebuild any of my gates :confused:

    I did rebuild all of my iris gates a few days ago during testing though, may be why. Really hope this is a rare thing.

    Sorry. ^^;
     
  11. Offline

    Jonathon

    Its not really a problem, I have a plugin so I can just right click to delete stuff. But its working awesome now me and another player spammed all the gates repeatedly. /give 49 anyway. xD

    edit: And I've created like 30 gates and destoryed 24 in a few hours so im pretty fast at making them now. xD
     
  12. Offline

    alron

    Don't forget, there is the /wxremove command now :)

    If you call it without any args, it prints the help. Sorry how ugly the formatting is. yaml. Bleh.

    When called normally the command will remove the gate, but leave the materials. It will also rewrite the signs for sign dial gates to their name and network.

    When called with '-all' it will DESTROY the gate materials all together, but leave the DHD standing.
     
  13. Offline

    Jonathon

    Hehe, I have actually seen the '-all' silly me. But might not be needed. As it seems to be working now. Weird.
     
  14. Offline

    alron

    Funky, but I guess not really.
    We use block.getType() in the onBlockInteract function, to determine if what is being interacted with is actually a lever. x_x
     
  15. Offline

    RadioActiveFrog

    Heyho.
    A anoying question...
    where is the "minecraft" folder on a linux root(ubuntu)? i put a lib folder with HSQLDB in plugins, by the craftbukkit.jar and in the wormholeXtram folder...
    where is now the "minecraft folder"?
     
  16. Offline

    microware

    Hi there,
    having the same Issue. Using Wormhole Xtreme 0.800, Craftbukkit .493. Here is my logfile.

    2011-03-10 11:47:42 [SEVERE] java.lang.NullPointerException
    2011-03-10 11:47:42 [SEVERE] at com.wormhole_xtreme.model.Stargate.AnimateOpening(Stargate.java:153)
    2011-03-10 11:47:42 [SEVERE] at com.wormhole_xtreme.logic.StargateUpdateRunnable.run(StargateUpdateRunnable.java:44)
    2011-03-10 11:47:42 [SEVERE] at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:122)
    2011-03-10 11:47:42 [SEVERE] at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:345)
    2011-03-10 11:47:42 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:272)
    2011-03-10 11:47:42 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
    2011-03-10 11:47:42 [SEVERE] Unexpected exception
    java.lang.NullPointerException
    at com.wormhole_xtreme.model.Stargate.AnimateOpening(Stargate.java:153)
    at com.wormhole_xtreme.logic.StargateUpdateRunnable.run(StargateUpdateRunnable.java:44)
    at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:122)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:345)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:272)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
    et.minecraft.server.ThreadServerApplication.run(SourceFile:366)

     
  17. Offline

    Reterg

    I didn't have to recreate the gates in this release. (Though I don't have any Iris gates). But when I did recreate them a while back so that the lightstone cheverons would be there, I just used the wxremove command and left the materials there and pushed the button again. Didn't need to make the whole gate from ground up again.
     
  18. Offline

    alron

    Uhhh, the folder wherever your craftbukkit.jar is.

    So, if you run craftbukkit.jar from /home/minecraft/ you'd want to put hsqldb.jar in /home/minecraft/lib/
    [MERGETIME="1299756204"][/MERGETIME]
    What version did you upgrade from?
     
  19. Offline

    microware

    God damn it (sorry). I just was to stupid to read your readme.txt... it cleary says "remove and readd your wormholes...". I did that and everything works fine. Sorry...
     
  20. Offline

    pythoneater

    That is an awesome name for the plugin. I'm glad you didn't just name it Stargate because there are already so many. Makes me miss SG1...
     
  21. Offline

    sablednah

    One thing I have found with permissions/groupmanager is that being in ops.txt does completely override these restriction plugins. They appear to behave normally when querying permissions - but users in ops.txt have access to everything. in this case presence in ops.txt is letting them use the gates... not sure if that helps with the debugging...
     
  22. Offline

    Lologarithm

    That is intentional - server OPs should be able to do anything. We give OPs full access to the plugin, this is especially useful if you don't have Permissions.

    What I am saying here is that OPs bypass all permissions setup by the Permissions plugin for WX.
    [MERGETIME="1299773967"][/MERGETIME]
    He is a little better - he just has this cold that makes him cough and sneeze a lot. But thanks for asking :)
     
  23. Offline

    Nymphalis

    Just updated to version v0.8 (b478) and everything works just fine, up until now. Btw, I love how new features keep being added.

    But I have some difficulties to figure out some of the recent changes....
    1. When using a dial-gate there pops up a new message saying I may add an optional network to dial. Since there are only sign-gates in networks (there are only 2 dial-gates without network on my server), I tried different combinations to create a wormhole from the dial-gate to the sign-gate in a network.... but it didn't work out. Is this functunality gone and dial-gates are only able to dial other dial-gates/ sign gates in the same network or is it because the sign-gate I tried to dial in had no idc set and thus making trouble with the idc-argument (in the /dial-command)?
    Are dial-gates still able to dial into sign-gates in the same network? Didn't try that one yet...
    2.I tried setting an IDC to a sign-gate (using /wxidc) and everything worked just fine, but I didn't find any way to remotely deactivate it. Am I missing something or is it just not implemented yet? I remember someone suggesting to add an optional command that needs to be used if using a sign-gate to connect to another sign-gate with iris....
    3.With Networks added to dial-gates, is it possible to use a sign-gate to get to a dial-gate or is it still one-way? Just curious about this one... I wouldn't mind if it wasn't (making dialer-gates somewhat more powerfull) but I need to know what exactly is the case.
    4. With the new net-argument when dialing, is it possible to create a wormhole from a dial-gate in a network to another dial-gate in another network? Or is it just to be able to dial from a gate without network into one with network? I guess it is the first one, just wanted to make sure.... however it would be nice if there was a possibility (maybe an optional argument when creating? A single letter would do the trick in this case...) to prevent dial-gates to dial accross networks (making 3 kinds of gates, at least as long as connections between dial and sign-gates are still one way: sign gates can only target other sign gates in the same network, then there are dial-gates in that network, that can target sign and dial gates within the same net, and ultimately dial-gates, that can target every other gate. If sign-gates can target dial-gates now, ignore my suggestion.... it would be obsolete then, since there was no gain in having dial-gates, that can only target the same network; you could just use a sign gate instead).
     
  24. Offline

    gsgrego

    Hey how about a way to delete a gate[ not just remove it but delete all the blocks that make it up]
     
  25. Offline

    alron

    /wxremove GATENAME -all
     
  26. Offline

    icomeinpieces

    that command seems to work on gates built with the /wxbuild [shape name] or /wormhole build commands not gates constructed manually into what ever valid custom shape and created without said commands and only the gate not the button/sign stand. at least that has been my experience so far. though this has been only a mild inconvenience what with it being rare that i decide on removing a gate.
    [MERGETIME="1299785326"][/MERGETIME]
    NP just glad to hear the good news. Also good job on the teleportation bug fix, the gates are no longer breaking. :)
    The scrolling action on half the signs however seem to not work most of the time, maybe it has something to do with something related to the north-south quirk? just throwing ideas out there lol.
     
  27. Offline

    alron

    It works fine on any gate, new and old. It even works on gates made with shapes that don't exist. It has no problems with gates built by hand. Gates built by command work as well.

    I just tested to make sure.
     
  28. Offline

    gsgrego

    On that note could you guys make a list of on the first post of what commands there are... as they seem to be scattered throughout the whole thread.
     
  29. Offline

    tension69

    *burp*
     
  30. Offline

    icomeinpieces

    hmmm weird maybe it was just a random bug glitch, "ghost in the machine" as it were, i'll test when I can to make sure that it's not happening anymore >.<
     
  31. Offline

    enkryptor

    Is this a well-known issue with Permissions 2.5.4 ?
    Code:
    00:19:21 [SEVERE] com/nijikokun/bukkit/Permissions/Permissions loading WormholeXTreme v0.8 (Is it up
     to date?)
    java.lang.NoClassDefFoundError: com/nijikokun/bukkit/Permissions/Permissions
            at com.wormhole_xtreme.WormholeXTreme.setupPermissions(WormholeXTreme.java:131)
            at com.wormhole_xtreme.WormholeXTreme.onEnable(WormholeXTreme.java:79)
            at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:118)
            at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:451)
            at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:217)
            at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:83)
            at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:61)
            at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:204)
            at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:191)
            at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:131)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:246)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
    Caused by: java.lang.ClassNotFoundException: com.nijikokun.bukkit.Permissions.Permissions
            at java.net.URLClassLoader$1.run(Unknown Source)
            at java.security.AccessController.doPrivileged(Native Method)
            at java.net.URLClassLoader.findClass(Unknown Source)
            at org.bukkit.plugin.java.PluginClassLoader.findClass(PluginClassLoader.java:30)
            at java.lang.ClassLoader.loadClass(Unknown Source)
            at java.lang.ClassLoader.loadClass(Unknown Source)
            ... 12 more
     

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