Inactive [FUN/TP/MECH]PortalStick v2.3.7 - Portal gun in minecraft [1.2]

Discussion in 'Inactive/Unsupported Plugins' started by matejdro, Apr 26, 2011.

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    Authors: matejdro and oliverw92

    Have you ever wanted to have portal gun in minecraft? Have you ever wanted to make your own portal test chambers and make your friends solve it? Now you can do this!

    PortalStick is plugin that tries to emulate Portal Gun as close as possible in Minecraft without client mods.

    Demonstration video of the plugin:

    (map from the above video: CLICK)

    Shorter demonstration video created by user of the plugin (sorry, can't remember name right now.):

    See BukkitDev page for more information and download links:
    (you can use your minecraft forum username and password on BukkitDev)
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    I'll look into why /portal reload doesn't work. It is meant to reload from file, so i'm not sure why it is doing that.

    Nether portal material isn't possible. There are no controls to orientate it or even keep it in place. It is a very buggy material.

    What do you mean 'save portals'? If you mean save them over restarts, we won't be implementing that.
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    yes i would save them over restart
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    Mike Geitz

    I've been having trouble with the emancipation grills. The fire burns one of the reed blocks and renders half of the grill unusable, also they don't seem to work after I restart my server - these problems may be related. Sorry ahead of time if this was fixed between [740] and [766].

    Otherwise, amazing plugin - I've been building a testing facility for about a week now.

    EDIT: I see you have fixed those problems, thank you. I found a new problem though, if I change the portalstick item (I use 341 textured as iChuns portal gun) and set the emancipation grills to empty the inventory, it leaves (and creates if necessary) a stick, and not the set portalstick item in the config.
    DirktheJerk likes this.
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    Hi guys - and Hi Matejdro - i have been an avid follower of your work for a long time and this plugin is amazing :)
    (I use it for a high tier wizard spell in my RPG Server)
    But I was wondering if you could make a slight change in the way you exit portals. At the moment when you walk thru you end up facing the same way no matter what direction you walk in.

    For Example: I walk into the portal backwards but when i come thru i am facing forwards. Or If I am looking down my screen will snap back to central position.
    I am wondering if there is anyway you can change it so that the way your looking when you walk in is the same as when you walk out please.

    and keep up the good work :)

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    @qwertyop aww i see. That jumping stuff can be easily exploited. But i can't do anything about it. It seems like that's how jumping in minecraft works. Maybe reduce multiplier and then make some really long falls?

    @Sleepywalker suggestion noted. Thanks.
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    Celtic Minstrel

    And of course, if you're standing in the portal, you should be forbidden from creating a portal of the same colour.
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    Awesome plugin :D Thanks for all the work you put in it :)

    [CB 766, PS: 2.0.0]
    It seems that no matter which value I give to "unique-inventory" (false or true), the inventory is reset to only one stick when entering the region. According to the description in the documentation it should not reset it if it's set to "false". The inventory is correctly restored when exiting the region (unless I spawn some items for myself while in the zone :S... which causes some items to be deleted on the server inventory but not in my client, and despite they show up they cannot be used ;)).
    I am not using any grill, so I do not think there is any relation. I tried editing the config (and starting the server after putting the value) and I tried with "/portal flag" ... both give the same result.

    About /portal reload, I can report the same issues as users in previous posts, it has no effect. Also the PLAYER_QUIT error happens only if you enable "delete-on-quit" in the region settings.

    I hope you can fix this in the next version :) Thanks again for this great plugin !
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    Awesome plugin! Thank glad you guys went with the YAML config file instead, since it makes it more consistent to what other major plugins are also continuously using. I can confirm that with CB build 770, it produces same PLAYER_QUIT error using that "delete-on-quit" setting, glad it's being worked on...
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    Cool Cool Cool :p
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    ooo, ooo...I've actually got another very tiny issue (it too has been brought up briefly in this thread, but I've not heard anything more about it, so I thought I'd see if there was an update) Using wool for test chamber walls! I'm making all my test chambers out of white wool as it looks cool...however if you put a portal on a surface, then put it somewhere else, the wool doesn't turn back to white (35:0) it stays either Blue Wool (35:11) or Orange Wool (35:1)...any chance in any way that wool can be reverted back to it's original colour?

    Would be really good if it could :)
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    Sorry we won't be doing that

    I'll fix that.

    I'll look into both of those issues.

    PLAYER_QUIT issue is already dealt with, will be in the next version

    Are you sure you are on version 2.0? I thought i fixed that.
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    But on the other hand users on my server requests that “fix”. Maybe add an option?

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    I will take a look at that
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    It's quite hard and resource intensive to check that - you have to check every air block between the player and where they are looking and for each air block check every portal in existence
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    Don't know if it helps, but just tried something on my server with regards to the wool colour.

    If I put a blue portal on a surface, then put an orange portal over it, then put the orange portal somewhere else, the surface turns back to the blue wool and vice versa.

    Also, if I change my surfaces to any wool colour except white, then when the portals are moved, the surfaces return back to the original wool colour...except if that colour was white.

    So the issue appears to only be when reverting back to White Wool.

    Again, not sure if it helps, but thought I'd post just in case :D

    I'm afraid to say I am using 2.0 (just checked plugin.yml in the jar file). I've even just downloaded the plugin file from here and checked again before replying and the issue is definitely still occurring.

    It really is the last little thing that for me stops this being the ultimate and perfect Portal plugin!!!

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    And actually you are doing exactly the same, but without the portal existence. And the existence is in O(1) (as you have to compare always 3 coordinates and one direction). I mean how do you determine which block you are aiming at? You have to check all blocks starting from you in the direction of sight and find the first non solid block.


    PS: And in your OP is the newest version 2.2.0. I think it's a combination of 1.2.0 and 2.0.0 :D Is little confusing, as there is no changelog for 2.2.0 and the plugin.yml version is also 2.0.0.
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    We don't do that - there are bukkit functions already - we just use this:

    List<Block> targetBlocks = event.getPlayer().getLastTwoTargetBlocks(tb, 120);
    We can look into it, but no guarantees.

    Thanks for the version issues :)

    That helps a lot! Thankyou for debugging this :)
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    Yeah, but this will iterate through all blocks in your line of sight:
    CraftLivingEntity.getLineOfSight(tb, 120, 2);
    But yep, you have to rewrite the complete thing. Maybe Add these methods with a callbackhandler.

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    Your welcome!

    Just glad I could help in my own 'non-java developer' kinda way lol.

    I'll look forward to hopefully the fix for this :D
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    Okay. At the developers here, I'm working on implementing this callback handler. I added methods which allows you, to define your own callback handler, which will be called each iteration. I'm already implemented a callback which acts like the normal transparent-line-of-sight-methods. Simply extend a class and on each “call” you check, if there is a portal.

    Now my question: Will this change to the thing? If so, I will test this one and create a pull request.

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    Jonathan Bloom

    Is it possible to restrict it to certain worlds or to certain WorldGuard regions?
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    can you add the option to change the unique inventory contents pleas?
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    Not really sure i understand the point of the callback thing you are on about, but matej implemented what you requested - check the github. It will be in the next release

    You can disable it on certain worlds, or set the plugin to obey worldguard region permissions, or you can define 'portal regions' and set custom configs per region for portalstick

    So you want the ability to add custom items into the inventory?
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    Yes I do, I have also changed the item that creates portals to a different one so being able to completly edit the inventory inside the unique inventory zone will really be great
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    Great ! just one question, can it works with lava and water ? It could be very nice =)
    good job !
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    Yes, it works with lava and water :)
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    Celtic Minstrel

    Maybe you could give air that is part of a portal a special data value? I'm not really sure if that would help, but it's an option to consider.
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    Okay, my idea is: When you rightclick and you use your method, it will check very block in a line of sight until it reaches a block which isn't in your transparent list. I modified this system (actually the old is nevertheless implemented) so instead of checking if the block it checks not transparent, it calls the method from the Callback class. In this class you get the block which will be checked. To emulate the standards behaviour you could check if this block type is in the transparent list. But now you could do more complex checks. For example test if this block is part of a portal.


    PS: I will look into your solution.
    PPS: You are getting the line of sight every time ;) not only if you have a tool in hand.
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    Jonathan Bloom

    SWEET! This plugin is going on now! :D
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    and it contiues to reset my files.. they were fine, when i stopped my server edited them, once it restarted again, i lost them.

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