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:
    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
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    From what I saw when I helped Streammz it's a dumb plugin, it does what it's told and it remembers what it is told but nothing more, simple yet effective
    In other words I doubt it, if you are doing it on a multiworld basis then use multiinv, otherwise can't help you
  3. Yep, i don't store player-based data in the plugin, maybe in the future, but for now not
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    i use
    and she doest work why?
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    Works for me, chances are you have given yourself all item detector permissions which renders you immune to #kill
    Wait for the 1.0 release (should be very soon) as streammz has removed the ignore permissions in favour of something else
  6. Version 1.0 out!
    • 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)
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    So, if I have it sending a message using msg:filename, am I going to be getting that message and the message from #remove, or does the file specific message overwrite the #remove message?

    Also, you've yet to change the version number in the title. Figured I'd mention.

    Edit: I suppose by actually downloading the update, my question has been answered. #remove no longer has it's own message when I attempt to call the function.

    Can't seem to get it to display a message using msg:snow. Is the filename not variable, do I actually need to name it "filename"? Sign formats I've tried so far:
    I've got a snow.message file in the itemdetector folder.
    #thunder seems to be breaking my detectors that use thunder for whatever reason as of 1.0
  8. The first one should work, but i guess you didn't have a file called "snow.message" in your itemdetector folder.
    Oh and i forgot to mention, the script sees msg:bla as an itemID, and such should be surrounded by comma's
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    I did have that file in there, though, that's the problem. I'll keep trying, I suppose.
  10. are you sure the whole filename is bla.message and not bla.message.txt ?
    some computers have the filename extension hidden, which makes you think you have bla.message but actually it is bla.message.txt
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    Yeah, positive.
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    can anyone make a video tutorial i'm too stupid i get everytime the message Make a Framework first -.-
    i try it with coblestone and mosy .....
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    There are 2 vids on the original post, if those aren't helping then read on

    This is the frame work
    T = Torch
    S = Sign
    X = Block
    O = Air

    Torches are regular torches (item 50) NOT redstone torches
    Sign is...well a sign
    Block can be anything solid (unsure on half's and stairs and that but should work) but they must ALL be the same type of block so be careful if you use Dirt that you don't end up with grass etc

    If you are still having trouble then send me your server IP and get me build permissions so I can make you an example (lot easier for me than a video)
  14. @Giuseppe @Maxis010 note that if the sign's rotation is wrong, the script says the framework is wrong too
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    its works Thx
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    Great Plugin! Just What I Needed To Stop Griefers From Screwing Up The Mall...
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    Can you make it to where the Detector can react when the item goes thru with no person?
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    This is nice!
    The only problem I find with this is that when you turn off the server and turn it back on, the item detectors don't work anymore so you have to reset the signs.
    Can you fix that?
  19. Actually, it shouldn't do that.
    Any errors in the console when stopping or starting the server?
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    Matt Harkins

    Would this Plugin work effectively as a use of a doorbell?
    Such as a player comes in with a common item such as cobblestone defined in the detector brackets which the redstone will then set off the noteblock to notify a user if someone is entering.
    Meanwhile, I guess I my as well do some experimenting with it
    Best Regards,
  21. using
    will make that work, just link the doorbell to the redstone output
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    when you have set up a sign run /reload or better still /stop (reload reloads plugins, stop restarts the server) as if use TCAdmin or similar then item detector won't save to file
    I have this problem on my end so I always /reload once a detector is working how I want it to
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    moonjokes This plugin looks like it may help you out. It allows you to lock doors using a specific block and nobody could open the door without said block type. You could then have the item be destroyed using THIS plugin whem they walk through the door. Limit the item somehow and you are good.
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    Nothing appears to be differnet when I start/stop the server
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    Very nice plugin but I use a plugin to add color to my sign and when I do 276#block (for exemple), I see "276lock" on my sign (because #b = Aqua). Is there any way to change the symbole # something else?
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    As I said in a previous post, create the detector, test it, then /reload to force item detector to save to it's data file
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    Im using with bb 764 and this is awesome I love it.
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    Quick questions does it have to be mossy cobblestone and does it have to be three wide?
  29. 3 blocks wide, yes
    the frame itself can be of any material, as long as they are the same material
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    Can there be an @list command that allows only people on the list to go through?
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    I recommend Lockette or some form of no entry field plugin
    Lockette would be a start as you can lock doors per group and player, not fool proof as anyone can slip through while the doors are open
    I only say that as this is an Item Detector, this seems outside of the intended scope

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