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 [email protected]) -- 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
  2. [​IMG]
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    I have been trying to use the maxportals and personal network settings to limit players to two portals each over the multiple worlds. In the world "world", the limit seems to be enforced fine and I get a "network full" error when I try to make a portal. However, when I go to the world "Bugeye_world" I am able to create additional portals by only filling in the portal's name. The portal automatically connects to the network "Bugeye999" and I can warp to any of the networked portals.

    Server log of me logging in, breaking the third portal in "Bugeye_world", making it again, then trying to make another in "world"


    Config file of the permissions plugin:

    Stargate config file:
  4. No need for that:
    :D But I have a new one: The whole tunnel (or at least start and end) should be the portal.

    P.S. The gatefile of that:
     X  X
     X  X
    Simply replace the "air" with whatever you want when building. :D

    //EDIT: And another one: If I build rails trough a gate the rail in the gate get destroyed when the gates opens, which is okay, but it don't reappear when the gate closes. :(
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    Fixxxxed.. Installed permissions and it worked fine... Do you have permissions? Because if so, try without and verify that it doesn't work so owner can fix.
  6. No permissions here... Strange
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    @V10lator Your suggestion is not going to happen. As it is the : is used for meta-data. And you can use spaces for an "any block" space.
    In regards to rails, you don't build them IN the gate, build them TO the gate (At the exit point) and you will warp onto them (You spawn one block in front of the gate).

    @bugeye999 I will look into this, but the maxGates check is strictly network based, it has nothing to do with worlds.
  8. That was why I sayed: Not needed.
    But what about the gate tunnel?
    Maybe, but I can't really use a gate as a track switch (deactivated: Cart drives trough the gate on a track behind, activated: Cart drives trough the gate on a track at the exit point of the target gate) because it looses much speed when it drives trough the deactivated gate and the change that it stops in the gate is really high. That's why I sayed it's ok that the track diappears when the gate activates but please add a check if there is one and if so: let it reappear after deactivating.

    I hope you don't think I'm attacking you with all my requests, I only want to help making it better. :)[/quote]
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    What about the tunnel? Stargate is for 2-D gates only, if you want something more advanced use Wormhole X-Treme
    As for tracks, that's again not going to happen.
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    Hello ! Thank you for your plugin ! :) just a question... is it possible to make a modal of gate in Horizontal ? It's more beautifull for my needs.

    thank you !
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    Is this Multi world compatable?
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    Sorry to ask again. But I disabled the world filter. And nothing changed. Could you possibly tell me the permission nodes i would need to let non admins create stargates? And also, Does Network filter have to be disabled as well?
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    To those wondering "Teleported" Spam is fixed on CB 1046. Check it out if you like. Stargate works fine with it.
    (You may need to update some plugins like worldguard-dev, nocheat, MV2-dev, ect however)
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    @YellowFellow Yes, hence the "*" permissions
    @Locx "*" is required to create gates on any network.
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    Thank You. it worked :D
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    Hi, i am trying to use this and it works! Its nice but im trying to make is so a player can only use a specific portal through permissions. Anyone could you help me?
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    When I use this on my server, this requires that the part of the level the gate is in, be loaded. So you cannot travel to a location unless someone manually walks all the way there (or close enough for it to load) first. Which kind of defeats a big use of the gate, travelling large distances.

    Is there a way around this?
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    Thanks for failing at explaining how a plugin you have no idea about works.
    In particular:

    There's also the fact that just by the fact the player is teleported there, the server loads the chunks.

    Unless of course you are talking about initial "seeding" of the gate, in which case you're crazy if you think the plugin is going to do that for you, or if you think that's what the plugin was designed for.
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    I wasn't posting with the intent of explaining how the plugin works, I was posting with the intent of explaining my experience I've tested again and again. I'll edit it the start of that sentence to be "When I use this on my server, ....". I Hope it makes it easier for you to understand my experience, and thus can use more inquisitive questions as opposed to quoting code...

    I'm not sure what you meant by "seeding" of the gate?

    I looked more at what was going on and I figured out the issue.

    Gate #1 (Home-free) set to go to Ocean
    Gate #2 (Snow-free) set to go to Home

    Since (Home) didn't have a valid destination, it correctly reports not connected. However, once I travel all the way to gate #2 by land, and use it to travel to gate #1, gate #1 now points to Snow as it's destination and is connected.

    As soon as the server is reloaded, the issue repeats. And because of my initial experience of building the second gate and using it to travel home, it linked them together, and gave the incorrect impression it was indeed configured correctly.

    Since you do like to qoute code, here is the line that is rewriting the destination of the destination gate:

    Maybe this is intended, I do not know, but I didn't find anything in your original post that informed the users about this specific detail of operation. If it is intended, a note on the original post about fixed gates would be adequate to inform the fans of this plugin, that it operates in such a manner.
  21. Offline



    Alright, thanks, let me know if you find something. I'm going to look into seeing if it's the permissions plugin that broke.

    EDIT: Also, thanks for keeping this plugin up to date. It has always been the easiest to use transport system for my servers since hmod and I appreciate the effort you put into keeping it simple and available for bukkit.

    EDIT2: I did a check to see what my permissions were in the world that was causing problems and this is the result:
    >permissions dump bugeye999 8
    13:40:22 [INFO] [==== Page 8 of 12 ====]
    13:40:22 [INFO] Node server.admin=false (PermissionsBukkit)
    13:40:22 [INFO] Node server.mod=true (PermissionsBukkit)
    13:40:22 [INFO] Node server.user=true (PermissionsBukkit)
    13:40:22 [INFO] Node server.worldowner=true (PermissionsBukkit)
    13:40:22 [INFO] Node stargate.create=false (PermissionsBukkit)
    13:40:22 [INFO] Node stargate.create.personal=true (PermissionsBukkit)
    13:40:22 [INFO] Node stargate.destroy.all=false (PermissionsBukkit)
    13:40:22 [INFO] Node stargate.destroy.owner=true (PermissionsBukkit)
    >permissions dump bugeye999 9
    13:40:25 [INFO] [==== Page 9 of 12 ====]
    13:40:25 [INFO] Node stargate.use=true (PermissionsBukkit)
    13:40:25 [INFO] Node superpermbridge.commandbook.*=false (PermissionsBukkit)
    13:40:25 [INFO] Node superpermbridge.commandsigns.*=false (PermissionsBukkit)
    13:40:25 [INFO] Node superpermbridge.multiverse.*=false (PermissionsBukkit)
    13:40:25 [INFO] Node*=true (PermissionsBukkit)
    13:40:25 [INFO] Node superpermbridge.worldedit.*=false (PermissionsBukkit)
    13:40:25 [INFO] Node superpermbridge.worldedit.selection.*=true (PermissionsBukk
    13:40:25 [INFO] Node superpermbridge.worldguard.*=false (PermissionsBukkit)
    It looks like stargate.create is false and stargate.create.personal is true. Any time I make a portal, it changes the network to "Bugeye999" (which is good), but it still won't enforce the limit in that world. Also, I am able to make portals with duplicate names which I think is what caused this error:
    13:45:19 [SEVERE] Could not pass event PLAYER_INTERACT to Stargate
            at net.TheDgtl.Stargate.Portal.activate(
            at net.TheDgtl.Stargate.Portal.cycleDestination(
            at net.TheDgtl.Stargate.Portal.cycleDestination(
            at net.TheDgtl.Stargate.Stargate$pListener.onPlayerInteract(Stargate.jav
            at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
            at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
            at org.bukkit.craftbukkit.event.CraftEventFactory.callPlayerInteractEven
            at net.minecraft.server.ItemInWorldManager.interact(ItemInWorldManager.j
            at net.minecraft.server.NetServerHandler.a(
            at net.minecraft.server.Packet15Place.a(SourceFile:57)
            at net.minecraft.server.NetworkManager.b(
            at net.minecraft.server.NetServerHandler.a(
            at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
            at net.minecraft.server.MinecraftServer.h(
  22. Offline

    Dean Novello

    hi is it possible to create a gate which allows you to travel from one world to another?
    if so how :)
    thanks, stargate is awesome!
  23. Build gate one in world 1 and gate 2 in world 2... Yes, it's that easy... :D
  24. Offline


    @bugeye999 Could you zip up your Stargate folder and post it? That error should be impossible. There is essentially a stargate in one list but not another.
    @Thraka Thanks, some useful information that actually helped me find a bug.
  25. Offline



    Here it is. Unfortunately, since my last post I had tried to tweak permissions and such, which included a lot of creating, destroying, and using portals. At this point, I am able to create/destroy as many portals as I want in Bugeye_world, but I ALWAYS get the "Network Full" error in world, and am unable to use portals in either. I'll back up my entire broken server in case you need any more files and see if reinstalling stargate will at least fix my problem.

    EDIT: A bit of clarity and corrections
    EDIT2: A bit of a guess on how the gate got on one list but not the other. When I made a duplicate gate, I didn't get any errors. Once I destroyed one of the duplicates, my guess is that it removed the gate from one of the lists, but because the other gate of the same name still exists the gate stayed on the other and I get the error every time I click the remaining duplicate.
    After the reinstall:
    Any time I tried to make a gate in the main world I would get the error "You do not have access to that network" whether I put my name as the network or not, so I added* to the server.worldowner node. After restarting the server, I still couldn't create portals in the main world and was still able to make duplicate/unlimited portals in Bugeye_world.

    Attached Files:

  26. Offline


    I noticed something strange on my server. When I pass through a gate, it seems that at first I get teleported at the very top of the map above the destination gate, I fall, then I'm actually teleported to the destination gate. I think I can see this because my server is a little bit slow. Unfortunately, there are times when I'm not teleported quickly enough and I die from the fall.

    Is it "normal" behavior in your plugin? I quickly checked the code and didn't see anything that could cause this. Maybe it's a Bukkit bug? But then I don't seem to have this problem with other teleportation plugins.
  27. Offline


    got v0.5.5 but i can still get to nehter by useing a stargate.
  28. Offline


    @Thraka Your bug was caused because I did an alwaysOpen check instead of an isFixed check, will be fixed in next release.
    @bugeye999 The bug you found was caused by a missing toLower() lol. Hopefully the fix I'm adding will resolve all of the issues you're encountering. Should have a new version up sometime this weekend.

    With the new version is going to come a Permissions overhaul (Everything will change, so Permissions will need to be re-setup. I will also be adding SuperPerms support).

    Here is the new Perms layout I've come up with, can I get some input as to whether there are any other nodes I should have?

    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
    stargate.use -- Allow use of all gates -- Allow use of gates linking to any world{world} -- Allow use of gates with a destination in {world} -- Allow use of all networks{network} -- Allow use of all gates in {network}
    stargate.create -- Allow creating gates on any world/network
      stargate.create.personal -- Allow creating gates on network {playername}{networkname}
    stargate.destroy -- Allow destruction of all Stargates
      stargate.destroy.personal -- Allow destruction of stargates owner by user only -- 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
  29. Offline



    when i go threw this one portal i made i get this error only on 2 always on portals all the other work fine.go any idea whats casing it

    12.08 20:25:09 [Disconnect] User owner/god_eth007 has disconnected, reason: unknown
    12.08 20:25:08 [Server] SEVERE     at
    12.08 20:25:08 [Server] SEVERE     at
    12.08 20:25:08 [Server] SEVERE     at
    12.08 20:25:08 [Server] SEVERE     at
    12.08 20:25:08 [Disconnect] User eth007 has disconnected, reason: disconnect.overflow
    12.08 20:25:08 [Server] SEVERE     at
    12.08 20:25:08 [Server] SEVERE     at
    12.08 20:25:08 [Server] SEVERE Socket closed
    12.08 20:25:08 [Server] INFO Connection reset
  30. Offline


    @eth I can not reproduce this behaviour, it is not an issue with Stargate.
    @MadJawa This is not behaviour I experience. The teleport code teleports you to the destination point of the gate (One block in from of the * in the gate layout file).
  31. Offline



    how come it only happens when i go threw you portal and in the chat their is like 10 teleported then kicks me for some error its only on those 2 gates

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