Inactive [TP] Stargate v0.6.10 - The Bukkit port. A portal plugin [1317]

Discussion in 'Inactive/Unsupported Plugins' started by Drakia, Feb 10, 2011.

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    Stargate - The Bukkit Port. A portal plugin.
    Version: 0.6.10
    CraftBukkit: 1317
    Addons: Stargate-DHD

    Plugin Dependencies:
    Permissions 2.x/3.x (Optional)
    Register (Optional, will allow any Economy plugin to be used)

    I require a few things to offer support to you. First, I need you to enable debug mode (set debug to true in the Stargate config.yml file). Second, I need you to post your server.log file to and post a link to that in the topic. Then I need you to paste both your Stargate config.yml, and your Permissions config to and link to those as well. Without this information I will be unable to help you, so do yourself a favor and post the required information!

    This plugin supports Permissions 2.x/3.x as well as SuperPerms via the PermissionsBukkit plugin or another SuperPerms manager.
    This plugin supports Register -- This will allow use of any economy plugin that Register supports

    This is a port of the Stargate plugin from hMod - Originally by Dinnerbone/Sturmeh.
    Create gates that allow for instant-teleportation between large distances. Gates can be always-open, or triggered, they can be hidden, or accessible to everybody, they can share a network, or they can be split into clusters.


    Language Packs
    ============= -- German (Thanks EduardBaer) -- Dutch (Thanks Grovert11) -- Russian (Thanks ckr@jk) -- French (Thanks Dauphin14)

    Known Issues

    User Videos
    ============= - Tutorial video by @BIG_PIP_IN - A few notes:
    1) The 'F' option is actually to create a 'F'ree gate. A fixed gate is when you specify a destination on the second line.
    2) The button is automagically created for you, so there's no need to actually place a button, but no harm in it either

    I now fully implemented SuperPerms support, which meant an overhaul of the Permissions nodes. I also removed the network/world filter options as they are completely handled by Permissions now with no need for an option. The new permissions nodes means you may need to redo your permissions setup.
    A child node (indented) will be given if a player has the parent node (So a player with stargate.use will have access to all* nodes essentially, though it's not implemented like this you can think of it like this).

    If you want to have more control over who can use what network, first set the stargate.use permission to false (This is REQUIRED, as it defaults to true, and is a full override). When using the network/world nodes, you will need to set up BOTH nodes, leaving out either or will result in 'Permission Denied' errors.
    Once you have disabled stargate.use, you can either give individual{name} nodes, or give them and set specific{name} nodes to false to deny access to those specific networks.
    Worlds work in the same way, though with{name}. (Make sure to set up both AND nodes to avoid Permission Denied errors).
    Create and destroy permissions work along the same lines, stargate.create/stargate.destroy will override all other options, if you want more fine-tuned control first set those permissions to false, then give and use the subnodes to remove specific networks/gates.

    If you are not using stargate.use, stargate.create or stargate.destroy then you MUST define EVERYTHING yourself for that specific set of nodes

    stargate.use -- Allow use of all gates linking to any world in any network (Override ALL network/world permissions. Set to false to use network/world specific permissions) -- Allow use of gates linking to any world (For Permissions 2.x/3.x please use*){world} -- Allow use of gates with a destination in {world}. Set to false to disallow use. -- Allow use of gates on all networks (For Permissions 2.x/3.x please use*){network} -- Allow use of all gates in {network}. Set to false to disallow use.
    stargate.option -- Allow use of all options
      stargate.option.hidden -- Allow use of 'H'idden
      stargate.option.alwayson -- Allow use of 'A'lways-On
      stargate.option.private -- Allow use of 'P'rivate -- Allow use of 'F'ree
      stargate.option.backwards -- Allow use of 'B'ackwards -- Allow use of 'S'how
    stargate.create -- Allow creating gates on any network (Override all create permissions)
      stargate.create.personal -- Allow creating gates on network {playername} -- Allow creating gates on any network (For Permissions 2.x/3.x please use*){networkname} -- Allow creating gates on network {networkname}. Set to false to disallow creation on {networkname}
      stargate.create.gate -- Allow creation of any gate layout (For Permissions 2.x/3.x please use stargate.create.gate.*)
        stargate.create.gate.{gatefile} -- Allow creation of only {gatefile} gates
    stargate.destroy -- Allow destruction gates on any network (Orderride all destroy permissions)
      stargate.destroy.personal -- Allow destruction of gates owned by user only -- Allow destruction of gates on any network (For Permissions 2.x/3.x please use*){networkname} -- Allow destruction of gates on network {networkname}. Set to false to disallow destruction of {networkname} -- Allow free use/creation/destruction of gates -- Allow free use of Stargates -- Allow free creation of Stargates -- Allow free destruction of Stargates
    stargate.admin -- Allow all admin features (Hidden/Private only so far)
      stargate.admin.private -- Allow use of Private gates not owned by user
      stargate.admin.hidden -- Allow access to Hidden gates not ownerd by user
    Please read this if you are using PermissionsEx
    PermissionsEx loads nodes in a very screwed up manner. You need to put any wildcards AFTER their negations. So if you want to allow access to all networks except 'Bah' you would do it as such:
    This is a PermissionsEx issue, and there is nothing I can do to make it easier to use negations.

    Default Permissions
    stargate.use -- Everyone
    stargate.create -- Op
    stargate.destroy -- Op
    stargate.option -- Op -- Op
    stargate.admin -- Op

    Building a gate:
       O  O - These are Obsidian blocks. You need 10.
       O  O - Place a sign on either of these two blocks of Obsidian.
       O  O
    Sign Layout:
    - Line 1: Gate Name (Max 11 characters)
    - Line 2: Destination Name [Optional] (Max 11 characters, used for fixed-gates only)
    - Line 3: Network name [Optional] (Max 11 characters)
    - Line 4: Options [Optional] ('A' for always-on fixed gate, 'H' for hidden networked gate, 'P' for a private gate, 'F' for a free gate, 'B' is a backwards gate (You will come out the back), 'S' is for showing always-on gates in their destination list)

    The options are the single letter, not the word. So to make a private hidden gate, your 4th line would be 'PH'.

    Show Spoiler

    Using a gate:
    - Right click the sign to choose a destination.
    - Right click the button to open up a portal.
    - Step through.

    Fixed gates:
    - Fixed gates go to only one set destination.
    - Fixed gates can be linked to other fixed gates, or normal gates. A normal gate cannot open a portal to an always-open fixed gate however.
    - To create a fixed gate, specify a destination on the second line of the stargate sign.
    - Set the 4th line of the stargate sign to "A" to enable an always-open fixed gate.

    Gate networks:
    - Gates are all part of a network, by default this is "central".
    - You can specify (and create) your own network on the third line of the sign when making a new gate.
    - Gates on one network will not see gates on the second network, and vice versa.
    - Gates on different worlds, but in the same network, will see eachother.

    Hidden Gates:
    - Hidden gates are like normal gates, but only show on the destination list of other gates under certain conditions.
    - A hidden gate is only visible to the creator of the gate, or somebody with the stargate.hidden permission.
    - Set the 4th line of the stargate sign to 'H' to make it a hidden gate.

    iConomy Support:
    The latest version of Stargate has support for iConomy. Gate creation, destruction and use can all have different costs associated with them.
    There is a default cost defined in the Stargate config.yml, and you can define per-gate layout costs in the custom .gate files you create.
    To define a certain cost to a gate just add these lines to your .gate file:

    Custom Gate Layout
    You can create as many gate formats as you want, the gate layouts are stored in plugins/Stargate/gates/
    The .gate file must be laid out a specific way, the first lines will be config information, and after a blank line you will lay out the gate format. Here is the default nether.gate file:
    portal-open/closed are used to define the material in the gate when it is open or closed.
    "X" and "-" are used to define block "types" for the layout (Any single-character can be used, such as "#").
    In the gate format, you can see we use "X" to show where obsidian must be, "-" where the controls (Button/sign) are.
    You will also notice a "*" in the gate layout, this is the "exit point" of the gate, the block at which the player will teleport in front of.
    As of v0.5.5 you can use block data in .gate files in the format:
    Which would make the block only work if it's black wool. If no data is supplied any type of that block (Any color wool) will work.

    default-gate-network - The default gate network
    portal-folder - The folder your portal databases are saved in
    gate-folder - The folder containing your .gate files
    destroyexplosion - Whether to destroy a stargate with explosions, or stop an explosion if it contains a gates controls.
    useiconomy - Whether or not to use iConomy
    createcost - The cost to create a stargate
    destroycost - The cost to destroy a stargate (Can be negative for a "refund"
    usecost - The cost to use a stargate
    chargefreedestination - Enable to allow free travel from any gate to a free gate
    freegatesgreen - Enable to make gates that won't cost the player money show up as green
    toowner - Whether the money from gate-use goes to the owner or nobody
    maxgates - If non-zero will define the maximum amount of gates allowed in a network.
    lang - The language to use (Included languages: en, de)

    debug - Whether to show massive debug output
    permdebug - Whether to show massive permission debug output

    Message Customization
    As of 0.6.5 it is possible to customize all of the messages Stargate displays, including the [Stargate] prefix. You can find the strings in plugins/Stargate/lang/en.txt.
    If a string is removed, or left blank, it will not be shown when the user does the action associated with it.
    There are three special cases when it comes to messages, these are:
    ecoDeduct=Spent %cost%
    ecoRefund=Redunded %cost%
    ecoObtain=Obtained %cost$ from Stargate %portal%

    As you can see, these three strings have variables in them. These variables are fairly self-explanatory.
    The full list of strings is as follows:
    destroyMsg=Gate Destroyed
    invalidMsg=Invalid Destination
    blockMsg=Destination Blocked
    denyMsg=Access Denied
    destEmpty=Destination List Empty

    ecoDeduct=Deducted %cost%
    ecoRefund=Redunded %cost%
    ecoObtain=Obtained %cost$ from Stargate %portal%
    ecoInFunds=Insufficient Funds

    createMsg=Gate Created
    createNetDeny=You do not have access to that network
    createPersonal=Creating gate on personal network
    createNameLength=Name too short or too long.
    createExists=A gate by that name already exists
    createFull=This network is full
    createWorldDeny=You do not have access to that world
    createConflict=Gate conflicts with existing gate

    Q) Why aren't gates destroyed when I remove the obsidian with a tool like the superpickaxe?
    A) Because when you use a plugin tool such as that, it SETS the block to air, it doesn't destroy it in the same way as hitting it does. Therefor no block destroy hooks are called.

    Q) How do I make a custom .gate file?
    A) Take a look at plugins/Stargate/gates/nethergate.gate, it has all of the information you'll need. You will need to work on a COPY of nethergate.gate however, as nethergate.gate is overwritten on plugin startup.

    Q) Does this plugin work with {X}?
    A) I really don't know, I don't know how {X} is implemented, or whether they will conflict. I'm also about as interested in looking into it as you are apparently ;)

    Q) What is a "Hidden Gate"?
    A) A hidden gate is a gate on a network that is only shown on other gates destination lists if the player looking at them is its creator, or somebody with the stargate.hidden permission. A hidden gate can still be dialed out from by anybody unless it's set to Private.

    Q) What is a "Private Gate"?
    A) A private gate is a gate that can only be dialed out from by its creator, or somebody with the stargate.private permission. If it's not hidden then anybody can still dial into this gate.

    Q) What does "destroyexplosion" do?
    A) If "destroyexplosion" is false, and an explosion even touched a portal control (Sign or button) the entire explosion is cancelled. If it is true, then the gate will be destroyed as if somebody had removed the sign/button. There is currently no way I can stop just the sign/button from being destroyed, which is why the entire explosion must be stopped.

    Q) What does "stargate.create.personal" allow players to do?
    A) If a player has stargate.create.personal, they can create Stargates that have the network name set as their username, or a substring thereof (The maximum length of a network is 11 characters, so I had to substr the name). This allows a specific group to be able to create their own personal Stargate network. This network will not interfere with any other Stargate networks as everything is stored separately in memory.

    Q) Why is PlayerB getting "Access Denied" when trying to go through a gate PlayerA opened?
    A) Only one user can use a stargate at a time, if PlayerA sets the sign, nobody else can hit the button. If PlayerA sets the sign/hits the button, nobody else can walk through the gate. Always-Open Fixed Gates are an exception, as they have no "Active User".

    Q) What does this error mean "[WARNING] [Stargate] Missing destination point in .gate file nethergate.gate"?
    A) This error means there is no destination point in your .gate file, please read the section on custom gate layouts.

    Q) Why can't I use "/sg reload"?
    A) This command is only usable from the console, and will stay that way.

    Q) Can you add command X?
    A) No, the only command this plugin will ever have is /sg reload, and that's a console-only command.

    Q) Why do I get kicked with the message "You moved too quickly!(Hacking?)" when I use a gate?
    A) Stargate is not compatible with iZone.

    Q) I gave my users '' and '' but they can't use gates, why not?
    A) If you are using Permissions 2.x/3.x please use '*' and '*' respectively. This is a difference in how Permissions and SuperPerms are implemented.

    Q) My permissions aren't working properly, help!
    A) Turn on both debug and permdebug, you will get a LOT of output when using gates. First of all, try to determine the issue yourself based on this output. If all else fails, and only if all else fails, post your log and ask for me to resolve the issue for you.

    Q) The Russian lang pack isn't showing ingame, why not?
    A) You need to have a client mod to get russian characters in-game, same with any non-ANSI characters. Please Google for this as I don't know how to install them.

    Q) How do I enable debug mode?
    A) Add the following to your config.yml:
    debug: true
    permdebug: true

    [Version 0.6.10]
    - Added Register support as opposed to iConomy
    [Version 0.6.9]
    - Added UTF-8 support (With or without BOM)
    [Version 0.6.8]
    - Fixed unmanned carts losing velocity through gates
    - /sg reload now properly switches languages
    [Version 0.6.7]
    - Added lang option
    - Removed language debug output
    - Added German language (lang=de) -- Thanks EduardBaer
    [Version 0.6.6]
    - Added %cost% and %portal% to all eco* messages
    - Fixed an issue when creating a gate on a network you don't have access to
    - I can't spell
    [Version 0.6.5]
    - Moved printed message config to a seperate file
    - Added permdebug option
    - Hopefully fix path issues some people were having
    - Fixed iConomy creation cost
    - Added 'S'how option for Always-On gates
    - Added 'stargate.create.gate' permissions
    [Version 0.6.4]
    - Fixed iConomy handling
    [Version 0.6.3]
    - Fixed (Not Connected) showing on inter-world gate loading
    - Added the ability to negate Network/World permissions (Use, Create and Destroy)
    - Fixed Lockette compatibility
    - More stringent verification checks
    [Version 0.6.2]
    - Fixed an issue with private gates
    - Added default permissions
    [Version 0.6.1]
    - Stop destruction of open gates on startup
    [Version 0.6.0]
    - Completely re-wrote Permission handling (REREAD/REDO YOUR PERMISSIONS!!!!!!!!)
    - Added custom Stargate events (See Stargate-DHD code for use)
    - Fixed portal event cancellation
    - Umm... Lots of other small things.
    - I really hope I didn't screw anything up ^.^
    [Version 0.5.5]
    - Added 'B'ackwards option
    - Fixed opening of gates with a fixed gate as a destination
    - Added block metadata support to gates
    [Version 0.5.1]
    - Take into account world/network restrictions for Vehicles
    - Properly teleport empty vehicles between worlds
    - Properly teleport StoreageMinecarts between worlds
    - Take into account vehicle type when teleporting
    [Version 0.5.0]
    - Updated the teleport method
    - Remove always-open gates from lists
    - Hopefully stop Stargate and Nether interference
    Previous Changes (open)

    [Version 0.4.9]
    - Left-click to scroll signs up
    - Show "(Not Connected)" on fixed-gates with a non-existant destination
    - Added "maxgates" option
    - Removed debug message
    - Started work on disabling damage for lava gates, too much work to finish with the current implementation of EntityDamageByBlock
    [Version 0.4.8]
    - Added chargefreedestination option
    - Added freegatesgreen option
    [Version 0.4.7]
    - Added debug option
    - Fixed gates will now show in the list of gates they link to.
    - iConomy no longer touched if not enabled in config
    [Version 0.4.6]
    - Fixed a bug in iConomy handling.
    [Version 0.4.5]
    - Owner of gate now isn't charged for use if target is owner
    - Updated for iConomy 5.x
    - Fixed random iConomy bugs
    [Version 0.4.4]
    - Added a check for*/* on gate creation
    - Check for*/* on gate entrance
    - Warp player outside of gate on access denied
    [Version 0.4.3]
    - Made some errors more user-friendly
    - Properly take into account portal-closed material
    [Version 0.4.2]
    - Gates can't be created on existing gate blocks
    [Version 0.4.1]
    - Sign option permissions
    - Per-gate iconomy target
    - /sg reload command
    - Other misc fixes
    [Version 0.4.0]
    - Carts with no player can now go through gates.
    - You can set gates to send their cost to their owner.
    - Cleaned up the iConomy code a bit, messages should only be shown on actual deduction now.
    - Created separate '{use/create/destroy}' permissions.
    [Version 0.3.5]
    - Added '*' permissions
    - Added '*' permissions
    - Added 'networkfilter' config option
    - Added 'worldfilter' config option
    [Version 0.3.4]
    - Added '' permission
    - Added iConomy cost into .gate files
    [Version 0.3.3]
    - Moved sign updating into a scheduled task, this fixes the sign bugs.
    [Version 0.3.2]
    - Updated to latest RB
    - Implemented proper vehicle handling
    - Added iConomy to vehicle handling
    - Changed how blox hash is generated, fixes multi-world
    [Version 0.3.1]
    - Changed version numbering.
    - Changed how plugins are hooked into.
    [Version 0.30]
    - Fixed a bug in iConomy checking.
    [Version 0.29]
    - Added iConomy support. iConomy 4.4 or 4.5
    [Version 0.28]
    - Fixed an issue with removing stargates during load
    [Version 0.27]
    - Fixed portal count on load
    [Version 0.26]
    - Added stargate.create.personal for personal stargate networks
    - Fixed a bug with destroying stargates by removing sign/button
    [Version 0.25]
    - Fixed a bug with worlds in subfolders
    - Fixed gates being destroyed with explosions
    - Added stargate.destroy.owner
    [Version 0.24]
    - Fixed a loading bug in which invalid gates caused file truncation - Thanks @ Jonbas
    [Version 0.23]
    - Added a check to make sure "nethergate.gate" exists, otherwise create it
    [Version 0.22]
    - Fixed multi-world stargates causing an NPE
    [Version 0.21]
    - Code cleanup
    - Added a few more errors when a gate can't be loaded
    - Hopefully fixed path issue on some Linux installs
    [Version 0.20]
    - Added more null checks, hopefully fix some errors with other plugins.
    [Version 0.19]
    - Set button facing on new gates, fixes weirdass button glitch
    - Beginning of very buggy multi-world support
    [Version 0.18]
    - Small permissions handling update.
    [Version 0.17]
    - No longer treat GM as a special case, just load it as Permissions 2.0 like the author intended
    [Version 0.16]
    - Fixed Permissions, will work with GroupManager, Permissions 2.0, or Permissions 2.1
    - Left-clicking to activate a stargate works again
    [Version 0.15]
    - Built against b53jnks -- As such nothing lower is supported at the moment.
    - Moved gate destruction code to onBlockBreak since onBlockDamage no longer handles breaking blocks.
    - Removed long constructor.
    [Version 0.14]
    - Fixed infinite loop in fixed gates.
    - Fixed gate destination will not open when dialed into.
    [Version 0.13]
    - Fixed gates no longer show in destination list.
    [Version 0.12]
    - Implemented fixed destination block using * in .gate file. This is the recommended method of doing an exit point for custom gates, as the automatic method doesn't work in a lot of cases.
    - Split networks up in memory, can now use same name in different networks. As a result, fixed gates must now specify a network.
    - Added the ability to have a private gate, which only you can activate. Use the 'P' option to create.
    - Fixed but not AlwaysOn gates now open the destination gate.
    - Fixed gates now show their network. Existing fixed gates are added to the default network (Sorry! It had to be done)
    [Version 0.11]
    - Oops, b0rked something in 0.10, fixed in 0.11
    [Version 0.10]
    - Hopefully fixed the "No position found" bug.
    - If dest > origin, any blocks past origin.size will drop you at dest[0]
    - Switched to scheduler instead of our own thread for closing gates and deactivating signs
    - No longer depend on Permissions, use it as an option. isOp() used as defaults.
    [Version 0.09]
    - Gates can now be any shape
    [Version 0.08]
    - Gates can now consist of any material.
    - You can left or right click the button to open a gate
    - Gates are now initialized on sign placement, not more right clicking!
    [Version 0.07]
    - Fixed where the default gate is saved to.
    [Version 0.06]
    - Forgot to make gates load from new location, oops
    [Version 0.05]
    - Moved Stargate files into the plugins/Stargate/ folder
    - Added migration code so old gates/portals are ported to new folder structure
    - Create default config.yml if it doesn't exist
    - Fixed removing a gate, it is now completely removed
    [Version 0.04]
    - Updated to multi-world Bukkit
    [Version 0.03]
    - Changed package to net.TheDgtl.*
    - Everything now uses Blox instead of Block objects
    - Started on vehicle code, but it's still buggy
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    Might be a good idea to change your title from [b953] to just [953] as people who are searching for version compatible plugins wont find you. :D
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    Hey, i cant get stargates work ;/ any ideas, it works for me as admin , but it dosent work with any other ranks i make :/ i try to add the permissions to the classes, but when they try to make a poral it say dont have access to the network or something : / i tryed added all the nodes, nothing works, any ideas?
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    Jan Tojnar

    Are you sure tou have these?
    -{worldname} - Allow this user/group access to gates on/create gates to the world {worldname}
    -{networkname}- Allow this user/group access to the network/create gates on the network {networkname}
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    Getting an odd issue whereby stargates are semi-usable, but one stargate location will be listed twice, and it is not possible to scroll past this extra entry (i.e. it gets "stuck" at that one and you can't choose any underneath.).

    This is for personal stargates, and did not also occur to an admin with all permissions. I do not have access to any of my server or permission log files right now, but if required I will try and get them asap - I just thought this might be a fairly common problem that someone might know how to fix.
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    @Backfire I can not duplicate this issue with either private or standard networked gates.
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    I'll try the same situation with other users, and see where that gets me.
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    Hey, I am having one issue. I've been using this plugin for a very long time now, and i just recently decided to make a mine with a portal coming out, when i sent my storage cart along the rail and through the portal, it just simply dissappeared. A friend and I spent about half an hour looking for the reason for this and testing with empty and storage carts, we disabled Nether because we thought they were maybe being sent there, but that didnt fix it. Any help would be greatly appritiated! I did not feel it was needed to add the config file in, but if needed i will gladly provide it if your willing to help.
    Oh and great plugin, and many thanks!
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    Sorry for the late response, but Jan Tojnar & Drakia, thanks so much! It works beautifully now!
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    @Asmosia I can't duplicate this bug. Whether I have a player in the destination chunk or not (So whether the chunk is previously loaded or not) the storage cart spawns perfectly fine.
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    Okay, I will try to do some more troubleshooting, thank you for the quick responce!
    -Edit: Well i figured out what was going on, basicly it sends the carts through the portal from my normal world to my mining world, but the carts dont go to the mining world, they stay in my normal world and go to the coordinates of the portal, so it seems they dont crossworlds.
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    @Asmosia Ohh, I don't have multiple worlds, so testing all these multi-world features is actually pretty tough.
    From what I can tell, calling teleport() on a minecart isn't taking the destination world into account. I'm not positive how to fix this without a large chunk of code taking every type of vehicle into account. I will look into fixing it however.
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    @Drakia you seam to have a security flaw with Minecarts and Portals. The portals with permissions set so others can't go through them can be exploited by setting up minetrack and a minecart and go through the portal.
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    @Kane You're right, I don't yet have all of the checks in cart teleporting that I do in walking through.
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    Okay thanks. I will look into a permissions system to prevent minecarts being placed or something use regions for now. I noticed it when people were sneaking into really restricted worlds hehe.
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    @Kane @Asmosia
    [Version 0.5.1]
    - Take into account world/network restrictions for Vehicles
    - Properly teleport empty vehicles between worlds
    - Properly teleport StoreageMinecarts between worlds
    - Take into account vehicle type when teleporting
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    @Drakia wow that was fast. Thanks for saving me the trouble on incorporating another plugin into the mix!
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    @Kane Yup, it's the weekend so I can get important things like that done ;) If you still run into issues let me know the exact setup and I can make sure everything is being taken into account.
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    So @Drakia, if i am reading this correctly, the portals work crossworld with Storage and Empty carts?
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    With any vehicle, yes.
    Kane likes this.
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    Dude, your awsome, thanks for the really fast fix!
    Kane likes this.
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    i dont know why but for some reason unless i have stargate.* for permission nobody can use stargates even if i have stargate.use
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    Hi Drakia,

    I adore your plugin and have made an extensive network of them on my server, but I noticed a problem and in the last few pages of this topic haven't seen anything on it so here's to hoping I'm not parroting a known issue.

    I'm trying to make a gate on my server named "Omicron Gate". Omicron is 7 characters, space is 1, Gate is 4 for a total of 12. According to your first post, the maximum per line is 12 characters.

    The formatting of the sign is such:
    "Omicron Gate
    BLANK (DHD Gate)
    However when I use this formatting it's not creating a gate and not creating errors either thus no server log is available to speak of other than my last hour of reformatting signs.

    Also, if I change the name of the gate to "OmicronGate" (no spaces, 11 characters) it works properly. A gibberish 12-character name isn't working either when there are no spaces.

    So it seems like the functional maximum for at the very least the name line is 11 characters.

    No server log is included as this error isn't adding anything that I can see.
    Permissions Group File: I am currently an op/administrator
    Stargate Config file:

    Using CraftBukkit revision 953, StarGate v0.5.0, StarGate-DHD v0.2.1 and Permissions v3.1.6 and connecting with MineCraft 1.7.3
  25. Offline


    For some reason stargates are always free for me, here are my files:
    useiconomy: false
    maxgates: 0
    createcost: 0
    portal-destroy-message: Gate Destroyed
    toowner: false
    worldfilter: false
    gate-folder: plugins/Stargate/gates/
    not-owner-message: Access Denied
    debug: true
    other-side-blocked-message: Destination Blocked
    not-enough-money-message: Insufficient Funds To Access Gate.
    portal-folder: plugins/Stargate/portals
    networkfilter: false
    default-gate-network: central
    destroycost: 0
    not-selected-message: Invalid Destination
    chargefreedestination: true
    freegatesgreen: false
    usecost: 30
    portal-create-message: Gate Created
    destroyexplosion: false
    teleport-message: You Go Through The Gate And Emerge In A New Location.
    My GroupManager config is here:
        default: false
        - craftbook.mech.elevator.*
        - essentials.back
        - essentials.back.*
        - essentials.home
        - essentials.list
        - essentials.rules
        - essentials.seen
        - essentials.sethome
        - essentials.spawn
        - iConomy.access
        - iConomy.list
        - iConomy.payment
        - iConomy.rank
        - lwc.protect
        - mcmmo.ability.*
        - mcmmo.skills.*
        - stargate.use
        - guest
          prefix: '&7'
          build: true
          suffix: ''
        default: false
        - mcbans.kick
        - stargate.use
        - builder
          prefix: '&b'
          build: true
          suffix: ''
        default: false
        - '*'
        - co-owner
          prefix: '&4'
          build: true
          suffix: ''
        default: true
        - essentials.afk
        - essentials.ignore
        - essentials.list
        - essentials.msg
        - essentials.rules
        - essentials.spawn
        - ichat.color
        - mcdocs./register
        - stargate.use
        inheritance: []
          prefix: '&f'
          build: false
          suffix: ''
        default: false
        - essentials.tppos
        - essentials.warp
        - mcbans.kick
        - stargate.use
        - engineer
          prefix: '&2'
          build: true
          suffix: ''
        default: false
        - essentials.home
        - essentials.list
        - essentials.rules
        - essentials.seen
        - essentials.sethome
        - essentials.spawn
        - iConomy.access
        - iConomy.list
        - iConomy.payment
        - iConomy.rank
        - lwc.protect
        - mcmmo.ability.*
        - mcmmo.skills.*
        - stargate.use
        - guest
          prefix: '&8'
          build: true
          suffix: ''
        default: false
        - '*'
        - admin
          prefix: '&c'
          build: true
          suffix: ''
        default: false
        - essentials.home
        - essentials.list
        - essentials.rules
        - essentials.seen
        - essentials.spawn
        - iConomy.access
        - iConomy.list
        - iConomy.payment
        - iConomy.rank
        - lwc.protect
        - mcmmo.ability.*
        - mcmmo.skills.*
        - stargate.use
        - regular
          prefix: '&9'
          build: true
          suffix: ''
        default: false
        - -essentials.heal
        - -essentials.god
        - -essentials.setspawn
        - -essentials.time
        - -mcmmo.admin.adminchat
        - bb.admin.*
        - craftbook.*
        - essentials.*
        - groupmanager.manuadd
        - groupmanager.manudel
        - herochat.admin
        - iConomy.*
        - lwc.mod
        - magiccarpet.*
        - mcbans.*
        - mcmmo.*
        - nocheat.flying
        - nocheat.notify
        - slap.slap
        - stargate.use
        - vanish.*
        - worldguard.*
        - worldguard.region.*
        - pro
          prefix: '&e'
          build: true
          suffix: ''
        default: false
        - -essentials.time
        - kiwiadmin.*
        - lwc.admin
        - nocheat.flying
        - nocheat.notify
        - stargate.use
        - worldedit.*
        - moderator
          prefix: '&6'
          build: true
          suffix: ''
    As you can see, the amount for a stargate use is set to 30, but for some reason people can get through free all the time, I've tested it on a portal in the nether and the normal world, the one to get back to the normal world is free, but for some reason the normal world one to the nether is also, and it has no options.
    I didn't include a server log as there was nothing to do with StarGate in there.
    The sign in the world was formatted as:


    The one in the nether was:


    Using CraftBukkit 953, StarGate v0.5.0, StarGate-DHD v0.2.1 and Essentials GroupManager 2.4 and connecting with MineCraft 1.7.3
  26. Offline


    Hey, sorry for taking so long for asking for the paypal link. Turns out you need money in the first place to donate >_>

    Anywho, I just got my paycheck and just need a link now to see where to donate. ;)

    Also, btw, wasn't sure if this was or wasn't intended, but the .gate file doesn't check for damage values, so when I made a "woolgate.gate" file (exact same as normal, just with wool instead of obsidian) you can make the gate itself using any combination of colors (which we used to make Portal-like gates XD)

    Just wanted to point that out. Not complaining, because now my users can make much more colorful and interesting gates now, but wanted to just bring it to your attention.
  27. Offline


    @Zovator "useiconomy: false"
    @MufinMcFlufin Will PM you a link. And in regards to damage value, that's not something that has been implemented yet. It's going to take a very large re-write of how things are handled to make it work.

    @Janus Thanks for pointing that out, I had forgotten to update my first post. A while ago they changed sign handling stuff and I lowered the limit to 11 characters. First post updated with correct info.
  28. Offline


    Ah, I looked for that but couldn't find it so I assumed it was default, I'm so blind; thanks for the help, next time I'll get some glasses haha.
  29. Offline


    Ah, glad to see that you already know about it.

    Not sure if it would be possible, but I was wondering what you thought about either having it per-gate configurable to disregard damage values (so like if you didn't specify a damage value, then it wouldn't look for a specific damage value, against if you did specify one, it would look for only that one) so people can create any sort of multi-colored stargates. Example:
    So like in this example, you could make the perimeter entirely out of any type of wool, but under the sign/button, you could only make it out of white wool.

    And the other option I was thinking of, (which in hindsight after creating the below example, seems more like a hassle to integrate than it may be worth...) in the .gate files, allowing a list of block values so that essentially the same thing could happen, but even with other types of blocks. Example:
    Just curious as to what you thought about these possibilities if you were considering adding multi-colored wool stargates or multi-blocked stargates as a possibility.
  30. Offline

    Lord Shadow

    Hi, just wanted to say I consider this plugin masterpiece. Seriously. I am building a city with various transportation systems and in terms of teleportation I am not aware of any even slightly as good as yours. I especially value the great freedom of settings which is what makes the plugin truly awesome. I also hope those idiots (zero ability to read or think) won't take away your determination for making plugins. Keep up the great work! :)

    PS: Your plugin made me to register here so I could express my thanks :-D

    I think I have one question. I know you don't want to answer any more questions so it's no problem if you don't. Is it possible to make vertical gates? It could work with very same layout system you have for horizontal gates. There were few times when SG1 happened to fall down from (or jump into) such gates and I think it would have some cool uses (teletrap :-D) etc.

    @MufinMcFlufin Unless you want to have those blocks protected you could just make layout like this
    and put blocks around with various colours. They wouldn't be part of the gate entity but it would make the visual effect... if that's all you look for.

    I guess I need to check myself if you can make the gate layout work without any X in a scheme.

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


    @MufinMcFlufin The 35:0 method with no check if : isn't given is the method I plan on implementing, but as I said it will be a large undertaking.
    There is no way I will implement the ability for multiple types of block in a list though, it would cause far more processing when checking gate layouts, which is something I want to avoid. You would need one .gate per color if you want specific colors.
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