Inactive [MECH/FUN] TorchArrow v0.9 - Makes an arrow to emit light and spawn a torch on impact [1.2.5-R1.0]

Discussion in 'Inactive/Unsupported Plugins' started by KillerFox, Aug 18, 2011.

  1. Offline

    KillerFox

    TorchArrow - In thy light shall we see light

    Version: v0.9 (Supports CraftBukkit RB 1.2.5-R1.0)
    (Migrated to dev.bukkit.org, but I will post all the updates here too until BukkitDev takes over completely)


    [​IMG]
    Description:
    Adds three new arrow types that emit light while flying: a torch arrow, a redstone torch arrow and a flare arrow. While flying in the air, the torch arrows illuminate the blocks around them and finally spawn a torch when the target is reached. The torch arrow will place a normal torch on impact and redstone torch places a redstone torch. The normal torch arrow can be also set to melt ice and snow instantly in arrow glow radius by changing permissions. With redstone torch arrow you can also e.g solve different kind of redstone circuit puzzles or activate circuitry from distance. Finally, you can set the torch arrows to burn hit enemies by a defined change by tuning values in the config-file. The flare arrow does not spawn any torches, but emits light and goes out after a predefined time. Check out the full feature list below and read the instructions!

    Features:
    • An arrow with a cool dynamic light effect that illuminates dark places in air or water in predefined radius.
    • Light around player that illuminates the blocks around and follows the player. The light can be turned on by charging the bow or by right clicking the mouse while the bow is active and the required materials are in place.
    • A torch or a redstone torch is placed on the block that the arrow hit.
    • Placed torches can be removed by shooting them with a normal arrow.
    • Torch Arrow glow melts ice and evaporates snow.
    • Set block on fire with flare arrow or with torch arrows when torch placing is disabled
    • Hit enemies can catch fire by a defined chance.
    • The arrow light of flare arrows will go out after impact and after a predefined time has passed
    • Customize your arrows by changing the settings!
    • Supports Bukkit permissions API
    Possible Future Features (open)


    Usage:
    One can shoot arrows of one of the torch arrow type if he has an arrow stack in any slot in the inventory and a torch stack, a redstone stack or a glowstone dust stack on the right side of the bow. If previously mentioned conditions are not met, the bow will shoot arrows normally.

    Torch arrow works best in very dark places and in night time on the surface area, and can be also used to brighten dark areas under water to see what is in the bottom of the watery grave.
    The Arrow Types (open)

    • Torch Arrow:
      • Places a normal torch on impact.
      • Melts ice and evaporates snow instantly.
      • Sets enemy on fire by a predefined chance.
      • Does more damage than a normal arrow. (Compensating the shooting delay and not being able to charge the bow)
      • Emits light around it while flying.
      • Sets blocks on fire (if setting enabled and torch spawning disabled)
    [​IMG]
    • Redstone Torch Arrow:
      • Emits light while flying.
      • Places a redstone torch on impact.
      • Sets enemy on fire. (Half time on fire compared to torch arrow)
      • Does half of the damage compared to normal arrow.
      • Sets blocks on fire (if setting enabled and torch spawning disabled)
    [​IMG]
    • Flare Arrow:
      • You can change the flare arrow material (default material is glowstone dust)
      • Emits light while flying.
      • Goes out after predefined time has passed after impact.
      • Does no damage.
      • Has bigger light radius on impact than while flying
      • Sets blocks on fire (if setting enabled)
    [​IMG]

    Light around player
    Before you shoot one of the torch arrow types, the arrow illuminates the area around the player for a predefined time period. The light has same intensity and radius as the active torch arrow type and it will follow the player while it is on. When the light turns off it will consume one piece of the material needed for the active arrow type, but no arrows will be consumed. This feature can be turned off by changing playerLightTime-setting to 0 in config.
    • How to activate the light?
      • Charge the bow while torch arrow materials are in place: If you keep the bow charged the light will illuminate the area around you and it will go out after a defined time (defined in config).
      • Click the right mouse button once fast while the torch arrow materials are in place: Same as above.
    • How to turn off the light?
      • The light will turn off automatically when a certain time has passed (defined in config) and it will consume a piece of the required material.
      • Click the left mouse button when the bow is in hand: The light will turn off and it will consume a piece of the required material.
      • Change the active item from bow to another item in hand inventory: Same as above
      • Shoot the active arrow type: The light will go off and a piece of material and an arrow will be consumed normally.
    Commands:
    • /torcharrow reload (Reloads the config file)
    Settings explained (open)

    • spawnTorches: Enable/disable torch spawning on arrow impact. If set to false, this overrides the preset permissions
    • smoothLighting: Activates a smoother lighting effect. This may slow down your server a bit.
    • playerLightTime: The time (in seconds) that the arrow will light the area surrounding the player while charging the bow (or otherwise activated). IF set to 0, this light effect will not be used.
    • arrowGlowIntensity: Intensity of the light coming out from the arrow while it is flying. (allowed values: 0-15)
    • lightRadiusFactor: Increases or decreases the light radius around a flying arrow (values: 0.1-3.0). (NOTE: Setting this too big will make your server cry :C)
    • delay: The delay affects on how rapidly you can shoot the torch arrows. A normal arrow is used if trying to shoot before the delay timer is finished! (unit: milliseconds) It doesn't affect the usage of normal arrows. (The delay is added to avoid spamming of the torch arrows because the lighting effect of the arrow can be computationally expensive and slow down the server.)
    • dmgMultiplier: Damage multiplier for the arrow. (Dmg = Normal arrow dmg * multiplier)
    • burnChance: Chance that the arrow lights hit entity on fire. Values: 0.0 - 1.0
    • burnDuration: Indicates how long time (in seconds) the hit entity is on fire.
    • setBlockOnFire: Sets block on fire (if no torches spawn).
    • flareGlowTime: Defines the time (in seconds approximately) how long the flare will glow after impact.
    • impactRadius: Works like the 'lightRadiusFactor'. This affects the light radius of the flare when it hits the ground. (NOTE: Setting this too big will make your server cry :C)
    • material: Material used for the flare arrow (use item IDs)
    • warningMsg: Warns if you try to shoot without arrows. (leave empty to remove warning)
    Default Permissions (open)

    Code:
    permissions:
        torcharrow.melt:
            description: Allow/disallow player to melt snow, snow blocks and ice blocks instantly with tArrow.
            default: active for op only
        torcharrow.burn:
            description: Allow/disallow player to set enemy on fire
            default: active for every player
        torcharrow.setBlockOnFire:
            description: Allow/disallow player to set block on fire (if no torch is spawned)
            default: active for every player
        torcharrow.torch:
            description: Allow/disallow normal torches to be spawned.
            default: active for every player
        torcharrow.redstone:
            description: Allow/disallow redstone torches to be spawned.
            default: active for every player
        torcharrow.tArrow:
            description: Allow/disallow normal torch arrows
            default: active for every player
        torcharrow.rArrow:
            description: Allow/disallow redstone torch arrows
            default: active for every player
        torcharrow.fArrow:
            description: Allow/disallow flare arrows
            default: active for every player
        torcharrow.reloadcmd:
            description: Allows player to use "/torcharrow reload" in game to reload config.
            default: active for op only
        torcharrow.enable:
            description: Enable/disable the whole plugin for a player.
            default: Enabled for every player 


    Download the plugin
    (If BukkitDev doesn't have the newest version yet, get the plugin from here.)


    Changes:
    Full Changelog

    Version 0.9
    • Support for CraftBukkit Beta Build 1.2.3-R0.1 #2034
    • Bow charging supported
    • Arrows can set blocks on fire (check out the setting in config-file and the new permission setting (torcharrow.setBlockOnFire)
    • Added light effect that follows the player
    • Rewrote the config-file: - Each arrow type can now be customized much better! (e.g bows now have separate delays) - Added some new settings
    • Added new permission-setting: torcharrow.setBlockOnFire
    • Refactored the whole code and made some big changes under the hood.
    • Flare arrow has now impact light radius that can be changed in the settings
    Did you find a bug? (open)
    I would be happy if you could read this guide before posting bug reports. It's waste of time to ask every detail of the problem as you could just post all the relevant details in one message. Also, I would recommend you to use the fresh devBukkit ticket system, because with it you can categorize the error more easily, and there are some clever questions in which you can answer to describe the problem effectively. The tickets are also emailed to me daily.
    Known bugs (open)

    • If flare arrows are spammed too much on the same area, some blocks may stay lit after the torch arrows are burned out. The glow can be removed afterwards by shooting a new glowing arrow on the area. One should use flare arrow in more relaxed game play, not in all-out war.
    • If a glowing arrow is shot into water, a faint glow will remain on the bottom after the arrow is died out. This bug is most probably related with this vanilla minecraft bug: http://www.minecraftwiki.net/wiki/Known_bugs#Torches]] (at torches under water section)
     
  2. Offline

    Bdl2

    Downloaded, this looks really nice. I especially like that it's used by placing stacks next to eachother, rather than using a command. Might I also suggest the ability to break normal torches from a distance by shooting them with regular arrows?
     
    Stephen Rieger and KillerFox like this.
  3. Offline

    KillerFox

    I'm glad you like it. I added the functionality you suggested in the new version.
     
  4. Offline

    TribalInstincts

    For some reason this simple little plugin is by favorite out of the dozens i have downloaded. Awesome!
    (Btw... i did not have an account with bukkit until just now. Your plugin needs props so i made this thing just for you! haha)

    A small bug:
    - Inability to fire an arrow until the previous arrow has changed into a torch. The arrow transforms into a torch correctly once the arrow de-spawns by either time or the arrow being picked up.
    -This effects the ability to fire both the torch arrows or normal arrows.
    -It is 100% reproduce able.

    I can understand that the ability to retrieve the arrow and then the torch can be somewhat desirable to some(id prefer the arrow be lost) however the inability to fire multiple arrows is a bit of an issue, especially if you enjoy archery combat.

    Other bugs/Oddities/issues found while experimenting:
    If you are unable to reproduce any of these issues let me know and i can get you build information/plugins installed.

    Phantom Arrow:
    Have ave run into a few instances where the arrow will disappear. (when this happens the arrow appears to travel up. I have seen it when hitting a lower block and it appears to go up 10+ blocks and disappears once it intersects another block. The light disappears with it. Once the normal de-spawn time has passed the torch appears where the arrow originally was fired at. This happened once while in a structure that i was able to get on top of. No arrow or light to be found.

    Unusually Torched:
    This allows torches to be made in places you are normally unable to. In some cases it does no harm. others.. meh...
    Heres a small list of behaviors i have seen when fired in various places.(I will add to this if i find more)
    • (CRITICAL) Doors (When the actual tiles the door lives on is hit): The door is destroyed once the Arrow turns to torch. (the door item does not drop. *Simply Poofed* :p)
    • Bottom of block: Behavior is expected based on normal arrow behavior. however the arrow can become unreachable.

    If it is possible, i would suggest that a torch be created on impact and the arrow be lost. otherwise simply allow multiple arrows out at once. Also a few checks in place on what occupies the block struck before going torch would likly fix these issues.


    -----------------------------------------

    Potential idea to expand on this plugin.
    • Water arrows: Have a water bucket to the right of an arrow
    • Sticky Arrow - This ones a little bit far fetched in terms of being realistic however the ability to shoot out a block with an arrow would amazing(bridges). For effect probably Soulsand? It slows you down as you walk through it so its sticky in a way. :D
    • Lava Arrows...... Okay maybe not lava arrows... just a fire arrow that actually sets things on fire both structures and mobs... (PERMS) >=D...

    ***Wishful thinking***
    -Climable ROPES + your plugin.. *daydreams*

    -=-=-=-=-

    Again, GREAT plugin. I will be watching for these small issues to be addressed

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 18, 2016
    KillerFox likes this.
  5. Offline

    giotjuh

    16:24:39 [SEVERE] Could not pass event PLAYER_INTERACT to TorchArrow
    java.lang.NullPointerException
    at me.KillerFox.torchArrow.TorchArrowPlayerListener.onPlayerInteract(TorchArrowPlayerListener.java:51)
    at org.bukkit.plugin.java.JavaPluginLoader$10.execute(JavaPluginLoader.java:307)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:332)
    at org.bukkit.craftbukkit.event.CraftEventFactory.callPlayerInteractEvent(CraftEventFactory.java:168)
    at org.bukkit.craftbukkit.event.CraftEventFactory.callPlayerInteractEvent(CraftEventFactory.java:139)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:521)
    at net.minecraft.server.Packet15Place.a(SourceFile:57)
    at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
    at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:85)
    at org.getspout.spout.SpoutNetServerHandler.a(SpoutNetServerHandler.java:436)
    at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:451)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:361)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)

    Aww :( This would be soo awesome but it doesnt shoot anything just a normal arrow -.-
     
  6. Offline

    KillerFox

    Could not reproduce.
    You should read this: link . What build of bukkit&craftbukkit are you using? When do you encounter this error? It works fine for me. You should try the new version I just published and check if that works any better.

    Thanks for the praises :)

    Most of the bugs should now have been fixed. I also added some new features. The "phantom arrow" thing you mentioned could be a minecraft bug or something else because I have not changed the basic arrow behavior in my plugin and I encounter this kind of phenomena with normal arrows too. The arrow light is of course turned off if the arrow is found "dead".

    The torch spawning location is determined by last location of the arrow. The arrow can be on two blocks if it is shot in small angle, so sometimes the torch may spawn on place you don't want it to spawn. Also it is nearly impossible to determine what was the block face that the arrow hit, so the torch may also attach to wrong block face if there is more than one block faces to choose from. It would help if there was an actual "whatWasTheDamnedBlockFaceThatTheArrowHit"-event in minecraft, but I'll have to do it in the hard way before that kind of feature is implemented.

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

    TribalInstincts

    1. The torches should not spawn on chests, furnaces etc. - Furnaces can still hold arrows: Denied :p
    2. Disabled the irritating feature of bow that made it shoot an arrow when an interactive block, like door or chest, is clicked with the right mouse button. - Confirmed. However right now the bow swings and the block does not allow interaction. If normal interaction could be achieved +++. Doors specifically allow interaction however they open then close immediately about 75% of the time, stay open about 20% of the time, and then turn into squids 5% of the time.... .. (okay so the squid part isnt 100% accurate.. the rest is.. +5% to staying open.)
    3. Doors and stuff should now stay in one piece and not just go *boof* Confirmed.:D
    4. Removed the feature that allowed the next torch arrow to be shot only after the previous one was dead. Confirmed! WOOT!
    Well done on the quick response to those issue. You addressed all the serious deterrents.
     
  8. Offline

    Bdl2

    Sorry for the lack of a reply for a bit, life got busy! The new features work perfectly! And, I thought of a new feature while using it that would be extremely useful for anyone who wants to make advanced redstone puzzles. Redstone torches! It opens up a whole new layer of uses, from igniting redstone circuits from a distance, to creating full blown bow/arrow based redstone puzzles.

    Again, this is a fantastic plugin, I've wanted one like this since I started hosting servers back in Alpha. :3
     
  9. Offline

    KillerFox

    I have now fixed and enhanced the torch placing feature and I will publish it soon after I have finished with some new features. I'm also working on a new plugin so stay tuned for that :).

    It's strange that you are having problems with interactive blocks. Normal interaction with doors and such works 100% correctly for me with bow and arrow in use.What plugins you are using and are you using the newest recommended build of craftbukkit?

    I migrated the plugin to http://dev.bukkit.org/server-mods/torcharrow/ , so check out the newest versions there. I hope that the new BukkitDev system will prove good. Also my nickname and most variations of it at Curse.com was taken, so I'll be using Kill3rF0x as a nick at BukkitDev. Cheers!

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

    BRYAN IS #1

    permissions supported or the source would be nice
     
    KillerFox likes this.
  11. Offline

    Limstal

    Oh man, so many uses. Would it be possible to make TorchArrow set enemies on fire if it hits them?
     
    KillerFox likes this.
  12. Offline

    Ketrel

    using the current version with permissions how would i make it so torches don't spawn?
     
  13. Offline

    KillerFox

    Check out this FAQ for starters. After that, you should install a permission manager plugin like http://dev.bukkit.org/server-mods/permbukkit/ to make things much easier. If you use PermissionsBukkit you can change permissions for player, or group of players easily using in-game commands or by changing the permissions.yml file (in server the root folder).

    For example disabling torch spawn for a certain player using permbukkits in-game command would go like this: /perms player setperm playernick torcharrow.spawntorch false

    Read through PermissionsBukkit FAQ and instructions for more info. Changing permissions is not hard :)

    I thought adding that kind of feature when I started developing this plugin, but I wanted the torch arrow to be primarily used as a tool rather than a weapon. Also, if the arrow would set enemy on fire on every hit, it would be kinda over powered in my opinion. I could add a feature that sets enemy on fire by certain chance if hit by a torch arrow and that chance could be defined in the config-file. Would that be good?

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

    Ketrel

    Ah ok, that permission is given by default, didn't realize that was still the case when it moved to permissions instead of config file. I got it by giving a negative one. (using PEX)
     
  15. Offline

    xkillerj123

    wtf there is no download link
     
  16. Offline

    KillerFox

    Sorry, my old starting post got rrraped by the rich text editor of the forum when I edited it at the last time, so the download link vanished. It is now in the right place again.
     
  17. Offline

    Sceadwe

    love the mod but have a few suggestions for things I think would be great additions:

    re-add the configuration option to disable torches
    if possible add a configuration option to keep torches glowing upon impact (if torch spawn false)
    also if possible adjust arrow trajectory to flight straight when mod is activated (maybe make this on/off configurable)

    I'm fairly new to the modding community but these were just a few things that I thought would be fun to add to the mod.
     
    KillerFox likes this.
  18. Offline

    Hoot215

    Are the permissions SuperPermissions or for the old Permissions plugin? Also, awesome plugin! So useful.
     
  19. Offline

    ray landers

    undocumented feature;
    flaming pigs drop cooked pork chops.

    i really like this plugin.
     
    KillerFox likes this.
  20. Offline

    CapnObvious

    Well I can "Disable" and "Reload" the torcharrow plugin, but when I try to enable it, it tells me I dont have permissions to do this. So far I can only trace it back to the lack of permissions command for "torcharrow.enable" where as disable and reload both have permissions.

    Yes my Permissions file is fine, running many other mods on my server with proper working permissions for several groups. (also I'm set as admin anyway)

    Though I am using PermissionsEX if that matters at all.
     
  21. Offline

    KillerFox

    I'm happy to hear you like it. I could re-add the torch disable/enable config option, because it seems easier to use than using only permissions. With the setting you could ignore the set permissions and just disable torches completely.

    The last two things you suggested are harder to implement. I'll try to implement the static torch glowing thing, but I don't know if that can be done sensibly. Changing the arrow trajectory would mean that I'll have to rewrite some of the original arrow code, and I would like to avoid that. I'll think about it if enough people want that kind of feature.

    The permissions are just the build in Bukkit permissions (same as SuperPermissions?) so you need a permissions plugin for controlling them.

    :p


    Sorry, I should have named some permissions better and added some more documentation of the commands. The /torcharrow disable or enable just disables the plugin for you personally if you don't want to use it on the server, but it doesn't affect the permissions at all. So naturally, if you have set torcharrow.disable "true" for you from permissions, and then (or before setting the permission) called the /torcharrow disable command in-game, you are not allowed to enable the plugin again because it has been disabled for you from the permissions.

    Maybe I should remove the /torcharrow disable and /torcharrow enable commands completely because they are not so useful and it would reduce some misunderstandings.

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

    ray landers

    i agree.
    it seems that if i want to disable it, i just move the stacks so that the torches are not next to the arrows, and that could be done more quickly and easier than going to talk mode and entering a command [at least for me].

    is there a problem that i don't know about that keeps the stacks from being in the regular part of the inventory?
    i often find that i want tools in the quick access rack and would prefer that the arrows and torches be up in the regular inventory.

    then again there may be a good reason for putting them in the quick access area.
    i have an overwhelming abundance of ignorance when it comes to programming for the minecraft user interface.
     
  23. Offline

    Thequickthinkin

    Any permissions plugin works (im using Pex) works perfectly especially running with commandIconomy as to charge people for it :D
     
  24. Offline

    Sceadwe

    well the idea behind the static glowing on arrows would be that you could shoot them underwater without having to also add an underwater torch plugin and they would naturally despawn after a time period much like normal arrows. it would be kinda like a glowstick you could launch, it wont burn forever but it will provide light for exploration temporarily. and watching a glowing arrow shoot down a water hole is quite appealing to me anyways.

    thanks for looking into it :D
     
  25. Offline

    Limstal

    That sounds perfect!
     
  26. Offline

    CapnObvious

    This brings up another problem, being an admin with '*' permissions. Which means TorchArrow is disabled for me and any admin who has their permissions as '*'. Why not instead set it up to be 'torcharrow.enable' and remove 'torcharrow.disable' to fix that problem?

    Oooor did I massively miss understand what you said? Either way, is there a way to get the arrows working again?
     
  27. Offline

    KillerFox

    If you have torcharrow.disable "true", just set it false or unset it completely and the torcharrow is allowed to use. If you have torcharrow.* "true", then the torcharrow.disable should be "false" automatically. Also, I probably should remove the "torcharrow.disable false" line from torcharrow.* permission because I intended torcharrow.* to be a "shortcut" permission for enabling or disabling the features that affect the world (melting, burning and torches). Admins don't even have to set any * permissions for themselves because by default all the features are active for them, as you can see from the permissions section in my First Post.
     
  28. Offline

    Thequickthinkin

    2011-09-01 22:15:52 [SEVERE] Could not pass event ENTITY_DAMAGE to TorchArrow
    java.lang.NoSuchFieldError: PROJECTILE
    at me.KillerFox.torchArrow.TorchArrowEntityListener.onEntityDamage(TorchArrowEntityListener.java:193)
    at org.bukkit.plugin.java.JavaPluginLoader$58.execute(JavaPluginLoader.java:649)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:332)
    at net.minecraft.server.EntityLiving.a(EntityLiving.java:486)
    at net.minecraft.server.Entity.a(Entity.java:635)
    at net.minecraft.server.Entity.move(Entity.java:513)
    at net.minecraft.server.EntityLiving.a(EntityLiving.java:582)
    at net.minecraft.server.EntityLiving.v(EntityLiving.java:704)
    at net.minecraft.server.EntityMonster.v(EntityMonster.java:26)
    at net.minecraft.server.EntityLiving.m_(EntityLiving.java:218)
    at net.minecraft.server.EntityMonster.m_(EntityMonster.java:30)
    at net.minecraft.server.EntityCreeper.m_(EntityCreeper.java:68)
    at net.minecraft.server.World.entityJoinedWorld(World.java:1198)
    at net.minecraft.server.WorldServer.entityJoinedWorld(WorldServer.java:48)
    at net.minecraft.server.World.playerJoinedWorld(World.java:1180)
    at net.minecraft.server.World.cleanUp(World.java:1104)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:447)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:361)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    2011-09-01 22:15:59 [SEVERE] Could not pass event ENTITY_DAMAGE to TorchArrow
    java.lang.NoSuchFieldError: PROJECTILE
    at me.KillerFox.torchArrow.TorchArrowEntityListener.onEntityDamage(TorchArrowEntityListener.java:193)
    at org.bukkit.plugin.java.JavaPluginLoader$58.execute(JavaPluginLoader.java:649)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:332)
    at net.minecraft.server.EntityLiving.a(EntityLiving.java:486)
    at net.minecraft.server.Entity.a(Entity.java:635)
    at net.minecraft.server.Entity.move(Entity.java:513)
    at net.minecraft.server.EntityLiving.a(EntityLiving.java:582)
    at net.minecraft.server.EntityLiving.v(EntityLiving.java:704)
    at net.minecraft.server.EntityMonster.v(EntityMonster.java:26)
    at net.minecraft.server.EntityZombie.v(EntityZombie.java:30)
    at net.minecraft.server.EntityLiving.m_(EntityLiving.java:218)
    at net.minecraft.server.EntityMonster.m_(EntityMonster.java:30)
    at net.minecraft.server.World.entityJoinedWorld(World.java:1198)
    at net.minecraft.server.WorldServer.entityJoinedWorld(WorldServer.java:48)
    at net.minecraft.server.World.playerJoinedWorld(World.java:1180)
    at net.minecraft.server.World.cleanUp(World.java:1104)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:447)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:361)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
     
  29. Offline

    ray landers

    so what version of software are you running ?
     
  30. Offline

    Thequickthinkin

    Most up to date bukkit and plugin
     

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