Inactive [MECH/FUN] ItemDetector v1.2 - An Item-detecting gate [1000]

Discussion in 'Inactive/Unsupported Plugins' started by Streammz, Apr 25, 2011.

  1. ItemDetector - Gates which detect items
    Version: v1.2

    With this plugin, you can make item detecting gates, just like at the airports.
    It uses redstone, so combined with other plugins you can make traps, falls etc.
    On the end of this post there is an detailed instruction on how to create them.
    This uses NO commands.

    • Creating gates which can be used to detect items
    • Redstone support by changing torches into redstone torches.
    • Detect multiple items (good for an pvp-zone to detect swords/bows etc)
    • Block people from entering with specific items
    • Minecart support
    • Clearing inventory's
    • Permission support
    • Message / kit support

    V1.1 - Download
    V1.2 - Download
    Addon kit - Download
    ItemDetector is open source! (NO RE-RELEASES WITHOUT PERMISSION)

    Known bugs:
    If itemdetector is loaded before multiworlds, it will get a nullpointer and lose all data, to fix this rename the multiworld plugin to "aaaMultiWorld" and bukkit will load this plugin as first of all your plugin, this should also fix all other problems with other plugins
    Thanks to @Maxis010 for that

    How to create a gate:
    [torch][wood][torch] What you see to the left of here, is the framework of an gate
    [mossy][mossy] [mossy] The wood block left, is an sign with on the first line [detector],
    [mossy] -- [mossy] and on the second/third/fourth line should be the itemID's
    [mossy] -- [mossy] seperated by comma's.
    The script sees these lines as 1 line, so you should think its 1 line of 45 letters.

    How the #block (and future similair options) work:
    When you enter item id's on the 2nd/3th/4th line, it'll take those 3 lines and make it 1.
    If you enter the #block, the script will ignore that and make the gate blocking stuff.
    Here an quick example of what i mean (first is input, second is what script reads):
    What you write on sign --- What script reads for item ID's
    #block1,2,3,4,5,6,7     -   1,2,3,4,5,6,7
    1,2,3#block,4,5,6,7     -   1,2,3,4,5,6,7
    1,2,3,4,5,6,7#block     -   1,2,3,4,5,6,7
    List of current #options (open)

    @all - Makes the detector detect all blocks in mc
    @None - Makes the detector detect empty inventory's
    @hold - Makes the detector only detect your item in-hand
    @always - Makes the detector detect nothing, but instead always goes on whenever a player passes
    @limit - limits the blocks to these (you can't have any others then this)

    #block - blocks the entrace when activated
    #remove - removes the block from your inventory (Thinking about creating this to be OP-only)
    #pit - Creates a 3x3 pit for pitfall's
    #damage - Damages a player with 1 hearth
    #launch - Speeds up the player by 10x
    #kill - Kills the player
    #fire - Puts the player on fire
    #heal - Heals the player and puts out fire
    #repair - Repairs any tools which the gate detects
    #thunder - Makes thunder in the gate

    instead of using itemID's like in 1,2,3,4 (example), you can also use this:
    1-4 - Loads the ID 1-4
    kit:kitname - Loads the ID's provided in kitname.kit in the itemdetector directory

    To make the gate send a message, use the same method as kit, but use this instead:
    msg:filename - Sends a message provided in filename.message file in the itemdetector folder.

    Permission nodes (open)


    Video of it in action + how-to


    Show Spoiler

    Version 1.2:
    • Fixed new blocks with the gates from 1.7 (pistons, shears etc) and 1.6 (trapdoors etc)
    • Tweaked pitfall to stay 0.5 seconds longer (laggy servers can be bitchy)
    Version 1.1:
    • Fixed blocks changing (wood slab -> stone slab, red wool -> white wool, etc)
    • Fixed msg:filename when the gate rotation was wrong
    • Fixed launch from acting wierd sometimes
    Version 1.0:
    • Fixed permission bugs
    • Added support for 1-10 as itemID on the sign
    • Added support for personal kits (kit:filename) (look at the #options spoiler)
    • Added support for messages being send (msg:filename) (look at the #options spoiler)
    • Added support for configurable messages (not neceserry, but being able to)
    • made #block & #launch support minecarts
    • Fixed the anticheat perfectly now (no ignore node though anymore)
    Version 0.91:
    • Fixed #remove@always
    Version 0.9:

    • Tweaked anticheat
    • changed #limit into @limit (doesn't affect existing signs)
    • added @hold to just check the item in the hand
    • added @None to check for an empty inventory
    • added @always to make the gate always go on whenever a player passes
    • added #thunder to strike a thunder in the gate (itemdetector.create.thunder)
    • fixed the destroying of gates
    Version 0.81:

    • Fixed permissions
    Version 0.8:

    • Added an anticheat function, so you can't throw items through the gate, open chests or place blocks trough it. (itemdetector.ignore.anticheat)
    • #repair (
    • #heal (itemdetector.create.heal)
    • New permission nodes (so you can do itemdetector.create.* now
    Version 0.7:

    • Permissions support (if not found permissions, will default to OP's instead)
    • added #kill
    • added #fire
    Version 0.61:

    • Changed the #launch so it works.
    Version 0.6:

    • Added @all to indicate that you want to detect all blocks in minecraft
    • added #damage to give 1 hearth damage to the enterer
    • added a test version of #launch, to speed movenement by 10x for a short period (note this is glitchy atm, i'm working on a fix, but some people may like it now)
    Version 0.5:

    • Added #pit
    • Minecart support for any #option that isn't #block
    Version 0.42:

    • Fixed something really stupid of me (it didn't cancle the create if it failed)
    Version 0.41:

    • Fixed incompatiable #options
    • Sign given back now, if creating fails
    Version 0.4:

    • Added #limit + #remove, see post for description
    • Made support for armour contents
    Version 0.3:

    • Added #block to prevent players entering the gate
    • If a broken data file is found, it'll now try to fix as much as possible and load them.
    Version 0.2:

    • Fixed the redstone torch to stay for minimal 1 second.
    • Probably fixed a lot of similar bugs.
    Version 0.1:

    • Initial release
  2. Offline


    Wouldn't my earlier request solve this issue?

    "Feature request: Would it be possible to make it so that the 2 torches and sign could be placed on the face of the gates 3 top blocks instead of on top."
  3. its solved already :)
    but about that, i'd rather don't do it that way, just more and more code to manage.. sorry
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    I love the mod works great one request though
    could you make it so that it detects items worn by the player like armor?
  5. added in to-do list for 0.4
    MacVaultDweller likes this.
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    could you make it so that the gate only allows people with certain items to pass? like in a RPG?
    it would be an awesome plugin if you do
  7. @AzureFlameCloud small question, ONLY has the items or AT LEAST has these items?
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    Thank you very much looking forward to it!
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    at least has the items
    like you could only pass the gate if you have, say 3 slime balls?
  10. Version 0.4 out!
    • Added #limit + #remove, see first post for description
    • Made support for armour contents
    MacVaultDweller likes this.
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    Wow that was fast Thanks!

  12. @everyone
    If you downloaded 0.41 and created new detectors, please clear the data file and re-download the plugin
    There was some bug related to blablabla.. AKA: stupid fault by me
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    Greetz Jonassm
  14. for the lovers of the pitfall in my video:
    0.5 will contain a #pit
    it will clear 3x3 floor under the detector.
    MacVaultDweller likes this.
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  16. Version 0.5 up!
    • Added #pit
    • Minecart support for any #option that isn't #block
    MacVaultDweller likes this.
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    Can this be used to empty a players inventory when they pass through with #remove
  18. it can be used to remove some of them, but there is a limit on what you can write on a sign.
    If you'd like, i'll make a #removeall
    MacVaultDweller likes this.
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    Would be much appreciated
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    Would you be able to add an option to make it so people can't have ANY items when they go through the gate? It would take a lot of gates in a row to make that happen right now.

    EDIT: Nevermind, just saw the removeall post.
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    oh another question,
    can the gap only be 2x1? or is it fully customizable?
    and is it possible to put the sign on a different block?
    cause i am trying to make a forest maze and am trying to hide the torch and sign inside the leaves(fast graphics)
  22. @AzureFlameCloud Currently, i won't change anything by location, size or anything that needs a lot of changing in the code, sorry.
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    its okay
    the plugin is good enough as it is, keep up the good work
  24. version 0.6 up!
    • Added @all to indicate that you want to detect all blocks in minecraft
    • added #damage to give 1 hearth damage to the enterer
    • added a test version of #launch, to speed movenement by 10x for a short period (note this is glitchy atm, i'm working on a fix, but some people may like it now)
    Version 0.7 todo list:
    • #fire, to put the person on fire
    • Permissions/op support
    • (maybe?) a #spawn to teleport the player to the world spawn
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    I'm really loving this plugin!
    Thanks a lot!
  26. Version 0.61 out!
    • Fixed the #launch to work
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    Hello, I will probably download this mod to help me with one of my ambitions (creating a ultra-flexible rp server). If you wish, you can private message me to get the IP, and I will promote you to admin to make it easier :)
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    I saw a spelling issue.
    It is not how to create an gate. Its how to create a gate. Just saw that and I thought that I would point it out. :)
    Great plugin btw!
  29. Version 0.7 up!
    • Permission support (if not found, it will use OP for the stuff) (look at main post for the nodes
    • #fire added
    • #kill added
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    Where's the itemdetector.limit permission node?
  31. @Taemera
    I didn't add that, it doesn't annoy people in some way. (it just changes the blocks that the gate is detecting)
    I only add nodes for stuff that changes something of people, like fire/damage/movenement.

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