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    Samkio made a usage video here, it is a touch out of date but the general idea still works: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

    PedroN041

    thanks
     
  3. Offline

    Alexpop

    Can I made gate out of custom material? Redstone ore, for example.
    If not, will such function be added in further releases?
     
  4. Offline

    turpinator

    Hi, I recently added your awesome plugin on my server and used it a few times to gate between the spawn and a faraway snow biome, but the problem is, whenever the server restarts for any reason it doesn't keep the gate names, so I'm forced to manually add them again by walking the whole distance. I would really appreciate any and all help on this matter if would so kindly.
     
  5. Offline

    ElectroPulsar

    Hey, great plugin! I think I'm going to impliment this into my Bro's and my private server :D
    I have a few suggestions, though (Idk if they are impletented, so if they are, please do inform me as to how to use them :))
    1. Enable the network option for minimal wormholes (I was trying to find where I was supposed to put the sign for the minimal ones, but couldn't seem to get it... is it possible with minimum wormholes?)
    2. Make it so that once you jump through a portal, you can jump back through the exit.
    3. Be able to remotely deactivate portals using the switch on the exit portal side (for example, I jump through a portal and discover I chose wrong place... I currently cannot redial another one until the timer runs out).
    4. Have an "or" option for deactivation... say, something like "Deactivate portal after 30 seconds or x players jump through"
    And some questions:
    1. How do you change the portalmaterial for all wormholes? I can't seem to find it...
    2. How do you set them up in other worlds?
    3. How do you use /wxbuild ? I tried entering: "/wxbuild standard" and "/wxbuild minimal" and neither work... are there different names for those types of wormholes?
    4. How do you set up multiple worlds that you can TP between?
    Great plugin!
     
  6. Offline

    yoda715

    Hi all, I've been testing this plugin the last week and I recently had an issue with all my wormholes disappearing from my sign list. I built the portals manually using the sign method. Upon trying to build my 6th portals all my disappeared. I cannot portal to any destination now :(. Does anyone have any pointers or suggestions for how to fix? I have my MP server hosted at servercraft.co, could they be causing the issue?

    -edit: after doing more troubleshooting, i've determined that the portals are not being saved after a server reboot. That is to say I can build portals and they work fine until after a reboot. Once I reboot minecraft the portals do not work. The error says 'invalid gate target' when I try to select a portal. I cannot see any portals on the sign either after the reboot. Suggestions?
     
  7. Offline

    Sarelth

    I think I found a bug. When I was testing I created a couple gates. a friend tried to activate one and so did I. The gate locked us both out and would not resest. I had to destroy a block to get it to reset. This made the gate ID Vanish and it no longer shows up on the /wxlist. Can not dial to the gate, but can dial out from it. While not a game breaker, in fact it can be useful for one way gates, just thought I would mention it.
     
  8. Offline

    but2002

    I've been getting this every time I try to make a new gate. I have 14 no-sign gates.

    Code:
    05:27:55 [SEVERE] Could not pass event PLAYER_INTERACT to WormholeXTreme
    java.lang.ArrayIndexOutOfBoundsException: 2
            at com.wormhole_xtreme.wormhole.logic.StargateHelper.checkStargate(StargateHelper.java:265)
            at com.wormhole_xtreme.wormhole.logic.StargateHelper.checkStargate(StargateHelper.java:87)
            at com.wormhole_xtreme.wormhole.WormholeXTremePlayerListener.buttonLeverHit(WormholeXTremePlayerListener.java:122)
            at com.wormhole_xtreme.wormhole.WormholeXTremePlayerListener.handlePlayerInteractEvent(WormholeXTremePlayerListener.java:296)
            at com.wormhole_xtreme.wormhole.WormholeXTremePlayerListener.onPlayerInteract(WormholeXTremePlayerListener.java:447)
            at org.bukkit.plugin.java.JavaPluginLoader$9.execute(JavaPluginLoader.java:280)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:289)
            at org.bukkit.craftbukkit.event.CraftEventFactory.callPlayerInteractEvent(CraftEventFactory.java:162)
            at net.minecraft.server.ItemInWorldManager.interact(ItemInWorldManager.java:207)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:526)
            at net.minecraft.server.Packet15Place.a(SourceFile:57)
            at net.minecraft.server.NetworkManager.a(NetworkManager.java:196)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:75)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:372)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:287)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    
     
  9. Offline

    Kampfpanzer

    How do you delete a gate with a space in it's name?

    The name is P3X 244, but if I try to delete, it says no gate called P3X exists because of the space. Using an _ doesn't help either.
     
  10. Offline

    but2002


    Now I should note that I've got it to work just now by using wxbuild first to build the shape, before I use wxcomplete This error occourwed when I tried to use the lever on a pre-built shape to create the gate.

    Try /wxremove "P3X 224"

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Jul 18, 2016
  11. Offline

    Kampfpanzer

    Yeah, I did, but because of the space, it only recognizes the P3X part and says there is no gate.
     
  12. Offline

    but2002

    I meant with quotes, did you try it with quotes? (I never had a gate name with a space, so I don't know)
     
  13. Offline

    Choelian

    Using quotes works. I had a gate called The Lab.
    The command to remove it was;
    /wxremove "The Lab"
     
  14. Offline

    rad1game

    Developers, how I can contact with you? I have really big issue. Gates randomly got buggy and not working. I really dont know why its happen, not any errors on console or smthg. Help me please.
     
  15. Offline

    but2002

    Now I'm getting these errors with WXBUILD, and there's nothing I can do to fix them.

    Code:
    13:08:00 [SEVERE] Could not pass event PLAYER_INTERACT to WormholeXTreme
    java.lang.ArrayIndexOutOfBoundsException: 2
            at com.wormhole_xtreme.wormhole.logic.StargateHelper.checkStargate(StargateHelper.java:265)
            at com.wormhole_xtreme.wormhole.logic.StargateHelper.checkStargate(StargateHelper.java:120)
            at com.wormhole_xtreme.wormhole.WormholeXTremePlayerListener.buttonLeverHit(WormholeXTremePlayerListener.java:117)
            at com.wormhole_xtreme.wormhole.WormholeXTremePlayerListener.handlePlayerInteractEvent(WormholeXTremePlayerListener.java:296)
            at com.wormhole_xtreme.wormhole.WormholeXTremePlayerListener.onPlayerInteract(WormholeXTremePlayerListener.java:447)
            at org.bukkit.plugin.java.JavaPluginLoader$9.execute(JavaPluginLoader.java:280)
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:59)
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:289)
            at org.bukkit.craftbukkit.event.CraftEventFactory.callPlayerInteractEvent(CraftEventFactory.java:162)
            at net.minecraft.server.ItemInWorldManager.interact(ItemInWorldManager.java:207)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:526)
            at net.minecraft.server.Packet15Place.a(SourceFile:57)
            at net.minecraft.server.NetworkManager.a(NetworkManager.java:196)
            at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:75)
            at net.minecraft.server.NetworkListenThread.a(SourceFile:100)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:372)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:287)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)
    
     
  16. Offline

    Psycho Robot

    The dev visits this thread regularly. Post more details about your issue or he won't be able to help you.
     
  17. Feature Request: Have a command to reload the shapes ingame! Like /reloadshapes. :)
     
  18. Offline

    ElectroPulsar

    Ok, looks like my post got missed... I'll restate my questions:

    1. How do you change the portalmaterial for all wormholes? I can't seem to find it...
    2. How do you set them up in other worlds? (Basically, how do you set up a multi-world server, are there any tuts on how to do it?)
    3. How do you use /wxbuild ? I tried entering: "/wxbuild standard" and "/wxbuild minimal" and neither work... are there different names for those types of wormholes?
    4. Is it possible to set up a sign network with the minimal shape? If so, where do you place it in relation to the gate?
     
  19. Offline

    turpinator

    Yeah, this is the problem I'm getting exactly. Another is when I create the names, it gives me a weird error saying "An internal error occurred while attempting to perform this command." but it names the portal anyways, and the protal becomes useable for a period of time before it gets erased off the list of gates again.
     
  20. Offline

    Psycho Robot

    When I had this issue, the problem was that I did not have the hsqldb.jar in the /lib/ folder. You both should check that you have it in there.

    1. Go to plugins/WormholeXTreme/gateshapes and edit/create new .shape files as needed.
    2. You need another plugin which creates and manages worlds. This plugin does not do that. If you want a recommendation for such a plugin, I suggest Wormhole X-Treme Worlds, which was made specifically to work with this plugin. And even if it wasn't, I'd still recommend it because it has the same dev, and he answers questions quickly and updates frequently.
    3. The names are case-sensitive. If you find typing the capital letter annoying, as I did, you should change the name of the .shape file AND AND AND edit the name of the gate as declared in the .shape file. Its near the top.
    4. As I recall, the minimal gate still comes with a DHD. So you build the second DHD right next to it and apply the sign as usual.
     
    ElectroPulsar likes this.
  21. Are warp costs still planned? Would like that, configurable item costs to warp.
     
  22. Offline

    yoda715

    Yep, that was the issue. Looks like servercraft.co is blocking me from uploading that file :(. Others beware if you're using that hosting company. Looks like I'll be finding a new hosting company.
     
  23. Offline

    Zecharian

    The guys over at servercraft.co are really good. You should be able to put up a support ticket and they can help you out with the issue. If you go to the support site and read their last post, the new server management screens has a full blown file system management so once that is up and running, you won't have the issue with that anymore :) (Preview of it can be seen here)I currently am with them and needless to say, I am quite happy with their service and support.
     
  24. Offline

    ElectroPulsar

    Alright, ty for the response :D For #4 it turns out I was doing it wrong ;)
     
  25. Offline

    but2002

    Can we please get case in-sensitivity, or at least the option to make it case sensitive or not.

    There's not a single other plugin I have that is as touchy with case as this one, and I would greatly appreciate the ability to make the case in-sensitive.
     
  26. Offline

    tharvoil

    I updated my bukkit server to 1.6.3(Yes I know it's not recomended) - it appears there's a change in the code or something, because all gates now do not work. I can build them and complete them fine but then the issues start. Using the standard 2d gate as an example: User hits the lever, only the top glowstone cheveron changes. They type /dial gatename and it gives the message Stargates Connected - however there's no water or whoosh or anything and the gate does not teleport. Just wanted to post this so you're aware of the issue which I suspect will still be there when the RB comes out.
     
  27. Offline

    Choelian

    Sign dial seems to have simmilar issues. The sign will disappear whenever we attempt to use the wormhole.
     
  28. Offline

    BlueLiquidPlus

    Most likely caused by the Nether SMP addition... probably screwed up something somewhere.
     
  29. Offline

    Choelian

    Installing wormhole extreme worlds 0.5 made my stargates functional again. Have fun getting getting everything set up to compile it.
     
  30. Offline

    smitmo93

    I know im supposed to give you the errors etc but when ever my server reboots all the stargates cant re-connect. Is there a way to fix this?
     
  31. Offline

    tharvoil

    Build 814 once I put it on seemed to have fixed my stargates, so I have no idea what happened there.
     

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