[INACTIVE][ADMN/TP] XcraftGate v0.9.1 - Multiworldmanager/-teleporter [1060-1185]

Discussion in 'Inactive/Unsupported Plugins' started by Engelier, Jun 4, 2011.

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    XcraftGate - Version: v0.9.1

    XcraftGate started as a replacement for EpicGates and it's successor RealTeleporter. In the meantime it has grown to a complete worldmanagement solution.

    • Create/Delete new worlds (such as Nether, or a specific world for mining, or ...)
    • Set borders for your worlds, so nobody can explore beyond a specific point
    • Create Teleporters between your worlds or to/from your points of interest.
    • Limit the amount of creature spawns on your worlds
    • Completely deny monster or animal spawns on your worlds
    • Allow/Deny PvP on your worlds
    • Allow/Deny weather changes on your worlds

    • /gworld - World management tool
      /gworld list - lists your active worlds
      /gworld info <worldname> - displays some basic info about a world
      /gworld listplayers <worldname> - lists the players currently running around in that world
      /gworld create <worldname> [environment [seed]] - creates a new world on your server, <environment> may be "normal", "nether" or "skylands". defaults to "normal" if left blank
      /gworld listenv - lists all available environments/chunkgenerators usable with /gworld create
      /gworld delete <worldname> - unloads a world (and deletes it from the plugin's database)
      /gworld load <wprödname> - loads a given world
      /gworld unload <worldname> - unloads a given world
      /gworld setsticky <worldname> - controls if a world will be automatically loaded/unloaded with dynamic world loading enabled
      /gworld keepspawninmemory <worldname> - controls if a world's spawn is always kept in memory
      /gworld warpto <worldname> - teleports you to the world <name>
      /gworld setborder <worldname> <#> - sets the border for world <name> to <#> (denies exploration beyond x/z +/- <#>)
      /gworld setcreaturelimit <worldname> <#> - limits creature spawns to a maximum of <#> creatures for the world
      /gworld allowanimals <worldname> <true|false> - Allows or denys animal spawns on world <name>
      /gworld allowmonsters <worldname> <true|false> - Allows or denys monster spawns on world <name>
      /gworld suppresshealthregain <worldname> <true|false> - Suppresses automatic health regaining when allowmonsters is set to false
      /gworld allowpvp <worldname> <true|false> - Allows or denys PvP combat on world <name>
      /gworld allowweatherchange <worldname> <true|false> - Allows or denys weather to change on world <name>
      /gworld setweather <worldname> <sun|storm> - Sets the current weather for world <name> (ignores allowWeatherChange setting)
      /gworld timefrozen <worldname> <true|false> - (Un)freezes the current time on world <name>
      /gworld settime <worldname> <sunrise|noon|sunset|midnight> - Sets the current time for world <name> (also sets time for timefrozen)
    • /gate - Gate management tool
      /gate create <gatename> - creates a new teleportation point at your current position - make sure you look at the direction your users should look at, when they ARRIVE at this point
      /gate move <gatename> - moves a gates location to your current position
      /gate delete <gatename> - deletes a teleportation point
      /gate link <gatename1> <gatename2> - creates a link from <name1> to <name2>, so when you step on <name1> you will be teleported to <name2>
      /gate loop <gatename1> <gatename2> - same as /gate link, but for both ways
      /gate unlink <gatename> - deletes the destination for <name1>
      /gate unloop <gatename1> <gatename2> - deletes a loop between the two gates (if it exists)
      /gate info <gatename> - displays some basic info about a gate
      /gate list - lists all gates in all worlds in alphabetical order
      /gate listnear [radius] - lists all gates near you (radius defaults to 10, BE CAREFUL WITH BIG NUMBERS!)
      /gate listsolo - lists all gates without a source or destination
      /gate warp <gatename> - teleports you to the given teleportation point
      /gate reload - reloads all gates from gates.yml

    Video: HowTo create gates

    XcraftGate.* - permission to use everything this plugin provides

    XcraftGate.use.* - permission to use all gates
    XcraftGate.use.<gatename> - permission to use a gate

    XcraftGate.gate - access to /gate
    XcraftGate.gate.* - access to all /gate commands
    XcraftGate.gate.create - /gate create, /gate move
    XcraftGate.gate.link - /gate link, /gate loop
    XcraftGate.gate.unlink - /gate unlink, /gate unloop
    XcraftGate.gate.delete - /gate delete
    XcraftGate.gate.info - /gate listsolo, /gate list, /gate listnear, /gate info
    XcraftGate.gate.warp - /gate warp
    XcraftGate.gate.reload - /gate reload

    XcraftGate.world - access to /gworld
    XcraftGate.world.* - access to all /gworld commands
    XcraftGate.world.create - /gworld create
    XcraftGate.world.delete - /gworld delete
    XcraftGate.world.warp - /gworld warpto
    XcraftGate.world.setborder - /gworld setborder
    XcraftGate.world.setcreaturelimit - /gworld setcreaturelimit, /gworld allowanimals, /gworld allowmonsters, /gworld suppresshealthregain
    XcraftGate.world.pvp - /gworld allowpvp
    XcraftGate.world.weather - /gworld allowweatherchange, /gworld setweather
    XcraftGate.world.time - /gworld settime, /gworld timefrozen
    XcraftGate.world.info - /gworld info, /gworld list

    If you don't use a permissions plugin, only OPs are allowed to use those commands and all users are allowed to use all gates.

    Stable Version (use this if unsure): XcraftGate.jar (wget friendly)

    Some people are repeatedly asking for development versions, so here it is:
    Development Version: XcraftGate-Dev.jar (wget friendly)
    Development Changelog (open)

    • implemented chunk resending on teleport - should fix death/lag on arrival
    • rewrote plugin management
    • added Register support
    • added /gate rename <gate> <newname>
    • added /gate settoll <gate> <amount> - set amount of money to be taken from the users account when he uses the gate
    • added /gate setdenysilent <gate> <true|false> - don't print error messages when gate usage is denied by permission or not enough money
    • added /gworld suppresshunger - prevents foodbar depletion on the given world
    • added /gworld setspawn - sets the spawn to your current location
    • added /gworld setgamemode <world> <survival|creative> - sets gamemode for the world
    • added /gworld setdifficulty <world> <peaceful|easy|normal|hard> - sets difficulty for the world
    • added /gworld setannouncedeath <world> <true|false> - set if player deaths in the given world should be broadcasted
    • /gworld suppresshealthregain now also affects health regaining by saturation
    • new worlds now obey the spawn-monsters and spawn-animals settings in your server.properties
    • "fixed" bukkit leaking tears when not using SuperPerms

    Put the XcraftGate.jar into your plugins folder and reload/restart your server. All files will be created automatically.

    If you already have some extra worlds add them with /gworld create <name> <environment>. If there's already a world with the same name in your server's folder, it won't be freshly generated, but just get loaded.

    Do not edit the config files manually, as your changes will get overwritten on reload/restart. Use the ingame commands. Tell me when there's an option missing.

    Is there a way I can clear the inventory of anyone entering a specific world? (open)

    Use MultiInv.

    Can we have something like /gworld allowflying? (open)

    No. This is a global setting controlled by craftbukkit. Plugins are not able to change that.

    How do I allow my users to use all gates? (open)

    Add the following permission to your users: XcraftGate.use.*

    Source Code:
    github (Licence: GPLv3)


    I put a lot of work into XcraftGate and intend to do so in the future. If you're able to efford some EUR to motivate me further, I'd really appreciate it :)
    Note: For sure donating is purely optional! XcraftGate is released under the terms of GPLv3, so you have (and will always have) the freedom to use, study, share and improve it as you like!

    Version 0.9.1 (CB1060+)
    • fixed NPE in /gate listsolo
    • changed the way gates teleport players - should fix spawning to high
    Version 0.9 (CB1060)
    • enabled gworld-commands (except "warpto") to be used from the console
    • added support for SuperPerms
    • implemented dynamic world loading - on startup only your default
      world(s) will get loaded. Any other world will be loaded as soon as a
      player tries to access that world and will be unloaded when no player is
      active in that world for 5min. Disabled by default. This can be enabled/tweaked in the config.yml
      Please be aware of this bug when playing around with this feature.
    • added /gworld load
    • added /gworld unload
    • added /gworld setsticky (controls if a world will be automatically loaded/unloaded with dynamic world loading enabled)
    • added /gworld keepspawninmemory
    • implemented custom chunkgenerators (referred to as additional "environments") - currently available: flatlands, island, hillvalley
    • implemented getDefaultChunkGenerator(), enabling craftbukkit to use the custom ChunkGenerators for your default world(s)
      Example (open)

      in your bukkit.yml:
                 generator: XcraftGate:FLATLANDS
    • added /gworld listenv - shows available environments
    • new worlds now obey the pvp-setting in server.properties
    Version 0.8
    • added seed argument to /gworld create
    • added /gate reload
    • added /gate move
    • added /gate info
    • added /gate list
    • added /gate listnear
    • added /gworld listplayers
    • added permissions for gates (XcraftGate.use.<gateName>)
    • worlds with active players cannot be deleted anymore
    • /gworld info now shows the environment
    • improved world detection
    • probably fixed ConcurrentModificationExceptions
    • probably fixed off-gate spawning (corresponding gates have to be recreated)
    • fixed animals always despawning on server reload/restart
    • another workaround for the PLAYER_MOVE event location bug (fixes players getting stuck when reaching the border)
    • fixed /gate warp triggering the target gate
    Older Changes (open)

    Version 0.7.2 (minimum CB-Version: 949, recommended: 953)
    • Update for CB953/MC1.7
    • Food working again as expected
    • added workaround for move-event location bug introduced in CB949 (fixes endless loops, again)
    Version 0.7.1
    • Great, seems using food also triggers the regain-health-event, so supresshealthregain will suppress that, too. Mostly fixed. Cookies still won't work. I've no better solution at the moment. :/
    Version 0.7 (minimum CB-Version: 896, recommended: 935)
    • added /gworld settime
    • added /gworld timefrozen
    • added /gworld suppresshealthregain - craftbukkit automagically let users regain health when allowmonsters is set to false. So we have to control this ourselfs.
      NOTE: XcraftGate automatically sets allowmonsters to false, when the creaturelimit is reached
    • removed "moved too quickly"-workaround
    • removed bukkit-bypass for spawncontrol
    • /gworld info now displays the world's seed
    • /gworld warpto now teleports you to the spawn location of the given world (no more searching for a safe spot in sky worlds)
    Version 0.6.2
    • made teleport check more restrictive (fixed endless loops)
    Version 0.6.1
    • fixed allowAnimals/-Monsters flag handling
    • added workaround for commands not being registered correctly by craftbukkit when being enabled by another plugin
    Version 0.6 (minimum CB-Version: 860)
    • rewrote world management - should fix most problems/inconsistencys
    • added /gworld allowpvp
    • added /gworld allowweatherchange
    • added /gworld setweather (ignores allowWeatherChange setting)
    • /gworld warpto now trys to find a save spot in a 64 block radius around the destination and denys teleport when unable to find one
    Version 0.5 (minimum CB-Version: 834)
    • check for creaturelimit regulary, instead on ENTITY_DEATH. Fixes creature counts dropping very low on low population servers
    • changes are now saved immediately, instead only in onDisable() (reload/restart)
    • added option to completely deny animals or monster spawns on a world
    • removed workaround for crossworld teleportation bug in CB818
    • unload world on /gworld delete
    • added support for SKYLANDS environment
    • complete permission nodes overhaul (s. above for the new permission nodes)
    Version 0.4.1
    • tweaked creatureLimit so the server doesn't try to spawn new creatures when the limit is reached (fixes "Can't keep up"-Spam)
    • typofix
    Version 0.4
    • added /gworld setcreaturelimit -- limits creature spawns
    • added /gworld info -- displays some basic info
    • border now defaults to 0 (disabled) instead of Integer.MAX_VALUE
    Version 0.3
    • public release
    regzand, Masterflapdrol and Rwembee like this.
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    So this can be any shape and size?
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    Yepp. The only "flaw" is, that the teleport will only work on the block you stand on, when you create the gate. But it doesn't matter what's around that block, as long as you can stand on it.

    Edit: It's possible to create multiple teleport points right next to each other and let all point to the same destination. So with a little bit of work you can create larger teleport pads, if you wish
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    It's not importing all of my worlds.

    It says, "World [name] known, but not loaded. This should not happen?!" Would a plugin reload or a server restart resolve this issue?
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    Hrm. I never thought someone to see that error. Do you use other plugins to manage your worlds?

    A reload oder restart should help. But I'd be interested in how this could happen.
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    We have a slew of plugins. Here they are:
    AdminCmd, AntiCreeper, AuthMe, FullChest, godPowers, iChat, iConomy, iConomyChestShop, IOBookcase, itemkill, Jail, LWC, MuddersMilk, MyHome, NoMoreRain, OpenInv, Permissions, Ranks, RealTime, runecraft, Seats, SpawnX, Sponge, TreeAssist, WorldEdit, xAuthImporter, XcraftGate (this one), and xWarp.

    Could any of those be conflicting with this plugin?
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    Hrm. None of them should interfere, as far as I can see.

    Can you reproduce the exact same steps that lead to the error?

    As explanation: This error only occurs when you create a world with XcraftGate (or it's already loaded when XcraftGate is loaded) and then that world "disapperes" from the server. It's impossible to unload a world, as far as i know, so this really shouldn't happen :)
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    In the logs, it doesn't load any worlds other than the default one we have set. I tried to edit the Worlds.yml file to list the other ones with the proper type and it still has not worked.
    The error appears when I type "/gworld warpto [world]" and the ones I want to go to also do not appear on the list from "/gworld list"
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    If you want to add world already existing, you can do that with /gworld create
    It won't create a new world if there is already one with the same name in your server directory. Just be sure you specify the correct environment.

    /gworld list querys the server for worlds it has loaded and doesn't use it's own data. So if that command doesn't list your extra worlds, they're really not available.

    Another note: You cannot edit the worlds.yml or gates.yml and reload the server. Your changes will be overwritten. Please use only the ingame commands to change your configuration.
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    Thank you so much; that solved the problem. The plugin is great and it works well!

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    Thanks for checking it out!

    I added an installation section to the original post, so things might get clearer.

    released v0.4
    • added /gworld setcreaturelimit -- limits creature spawns
    • added /gworld info -- displays some basic info
    • border now defaults to 0 (disabled) instead of Integer.MAX_VALUE

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
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    Hey, ive been looking for a plugin like this. Ive just got one request - Can you add nether support to all worlds in the same way as the main world?

    Thanks =]
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    What do you mean by "nether support"? You can create as many nether worlds, as you like?!
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    Well, as in creating a gate and going into the nether. Bukkit creates "world" and "world_nether" for your primary world, and these get automatically linked through nether gates. If you go through a nether gate on any other world, it takes you to "world_nether", the nether of the default world. If you then go through the gate, it takes you back to "world."

    This is from any world, and not just the default.

    What im requesting is every world gets its own "worldname_nether" that is linked with the nether gates.

    Its just we've got a couple of old worlds with old nethers.
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    Ah. So you want to use the predefined obsidian portals?
    I'm afraid, that's not possible (at least I've no idea how this should work).

    What you can do is to create your additional nether worlds (or load existing ones) with: "/gworld create <name> nether" and then create some /gate's to those worlds. It's also possible to make those gates look similar to the Netherportals, but without the purple blocks inside.
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    Ah, ok then. Was just wondering if it would be possible to add natively. Still, at least it works for the main world.


    Two things - First is a typo, when doing /gate it says "teleporst you to gate"

    Second, Gates dont save. They dont get written to the config file, and if the server is restarted, they vanish.

    I found that out after I made 30 gates over 4 worlds.


    Also, when /gworld warpto x, When warping to my main world, it says "World does not exist," then takes me to the right world anyway. It also definatley exists, in the config file and in /gworld list

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 16, 2016
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    Great plugin!
    Two thumbs up.
    Masterflapdrol likes this.
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    This is real genius! You've implemented the Loop command, which I've wanted for a long time, thank you very much!

    Will there be a way to import my old EpicGates files into this system?

    EDIT; 'wget friendly', omg! *swoon* You really know how to treat an admin!
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    Stupid typo. Will be fixed in the next version. Thanks for notifying me.

    Whow. Sure they get saved! We've over 60 gates across 3 worlds on our server. If they won't get saved, I'd run amok by now :)

    Does the folder "plugins/XcraftGate" get created? There should be 2 files in it. worlds.yml and gates.yml.
    Also check for permissions on your filesystem.

    If everything fails, try to stop your server, delete those two files while the server isn't running and then restart the server. Add your additional worlds again with /gworld create and everything should work just fine.

    Please let me know if this helps.

    That error means, XcraftGate doesn't know anything about that world. It works anyway, because your server knows. That's easily fixed: Add your main world via /gworld create.

    I'll have a look at it. Maybe there's an easy way.
    It would help me, if you could send me your gates file so I can play around with it.

    Maybe that's because I'm an admin by myself :)
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    Here you go! This is just a short sample so as not to be obnoxious, the file appears to spell out what it's fields mean in a very handy way!

    #Gate Tag|World|X|Y|Z|Target Tag
    If you'd like to play with my entire world, here's a link to the world and all my plugins files, if you dump this in a dir, pop in a copy of 818 and fire it up.


    I'll only leave this link up for today!
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    Nope. Everything is there fine. Ive got a copy of my gates.yml file now, but when i restart the server it gets overwritten with a blank.

    EDIT: Right, heres a step by step.

    JadeCraftDesert: {locP: 8.249985, target: JadeCraftDesertHub, locYaw: 0.7499045, locX: -92.49651881003024,
      locY: 64.0, locZ: 37.48757176289933, world: JadeCraftDesert}
    GullyHub: {locP: 7.9500475, target: Gully, locYaw: 269.69873, locX: -4.699999988079092,
      locY: 60.0, locZ: 693.4843554241484, world: JadeCraftSelen}
    Selenis: {locP: -22.349997, target: SelenisHub, locYaw: 270.74878, locX: -601.2192274030184,
      locY: 70.0, locZ: 606.4968353545896, world: JadeCraftSelen}
    JadeCraftSelenHub: {locP: 6.899935, target: JadeCraftSelen, locYaw: 0.45001912, locX: 132.5625,
      locY: 60.0, locZ: 114.5, world: JadeCraft}
    ChrisScottyHub: {locP: 3.2999845, target: ChrisScotty, locYaw: 0.14997181, locX: 132.5609262695766,
      locY: 56.0, locZ: 118.30000001192093, world: JadeCraft}
    JadeCraftBukkit: {locP: 4.9499755, target: JadeCraftBukkitHub, locYaw: -269.8502,
      locX: 41.484330381003716, locY: 64.0, locZ: 7.473137945502535, world: JadeCraftBukkit}
    JadeCraftSelen: {locP: -18.449972, target: JadeCraftSelenHub, locYaw: 144.89844, locX: 12.613958142832164,
      locY: 63.0, locZ: 708.3392390961563, world: JadeCraftSelen}
    SelenisHub: {locP: 6.9000454, target: Selenis, locYaw: 89.24866, locX: -2.3000000119209085,
      locY: 60.0, locZ: 693.5147012585264, world: JadeCraftSelen}
    ChrisScotty: {locP: -1.6500078, target: ChrisScottyHub, locYaw: 0.9002991, locX: 57.55102000146947,
      locY: 75.0, locZ: 58.48750001192093, world: ChrisScotty}
    JadeCraftBukkitHub: {locP: 10.349938, target: JadeCraftBukkit, locYaw: 91.350006,
      locX: 135.6977442493568, locY: 60.0, locZ: 118.51584726777655, world: JadeCraft}
    Gully: {locP: -4.3499603, target: GullyHub, locYaw: 223.49849, locX: -46.71875, locY: 71.0,
      locZ: 393.6875, world: JadeCraftSelen}
    JadeCraftDesertHub: {locP: 17.699938, target: JadeCraftDesert, locYaw: -88.350006,
      locX: 129.5157135511704, locY: 60.0, locZ: 118.52314086820277, world: JadeCraft}
    Thats my current list of gates. Now, I shut down the server completley, and copy this file into the right directory. I then load the server. the gates do not work, and no gates exist. This file is still like this on the server.
    Next, I do /reload, or restart the server. The file gets written to with:

    And this is my other file:

            type: normal
            creatureLimit: 0
            border: 0
            type: normal
            creatureLimit: 0
            border: 0
            type: normal
            creatureLimit: 0
            border: 0
            border: 0
            type: normal
            creatureLimit: 0
            border: 0
            creatureLimit: 0
            type: normal
            border: 0
            creatureLimit: 0
    To me, this seems like the mod isnt actually reading the config file. its writing to it, but then on restart, it doesnt read it, and writes it over with a blank.

    Also, and ive got no idea why, but sometimes biomes get messed up. Not serverside, but clientside. sometimes, my house is in a lush green grass biome (Which is correct) and other times, its in a desert biome (Yellow grass). Now, it started snowing outside my house when it was showing as the desert biome (Yellow Grass), and no snow was lying. My friend also said that for him, it was Lush green grass and normal rain.
    Also also, it seems to rain an awful lot. I think its related to this bug.

    EDIT2: Also, Ive tried starting from scratch, twice now, and its still doing exactly the same. Permissions is set properly and everything. It literally seems to be a load bug, where its loading "{}" instead of the list of gates, and then when it coems to write, writing whats currently in memory - which is "{}"
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    Very strange. Any errors on the console/server.log?

    XcraftGate has/takes no influence on those. So no - that's not related.

    Got it. I'll take a look at it. Maybe a small perl script would do the job, so I don't have to add it to the plugin. We'll see.
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    Oooh! Yes. Didnt see this the first few times, must be MCMyAdmin being a pain.

    2011-06-06 18:11:24 [SEVERE] Error occurred while enabling XcraftGate v0.4 (Is it up to date?): null
        at de.xcraft.engelier.XcraftGate.XcraftGate.loadWorlds(XcraftGate.java:179)
        at de.xcraft.engelier.XcraftGate.XcraftGate.onEnable(XcraftGate.java:65)
        at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:125)
        at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:750)
        at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:253)
        at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:134)
        at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:112)
        at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:232)
        at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:219)
        at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:146)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:285)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    and my version is up to date.
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    I think I know, what's happening.

    In your worlds.yml JadeCraft_nether is missing a "type: nether". That causes the nullPointerException.
    Your gates would get loaded after that, but because of the Exception it won't, so on reload/restart your gates are lost.


    Stop your server. Copy your backup files to plugin/XcraftGate/. Add the missing "type: nether" line to the nether world. Start your server.

    Please let me know if that solves the problem.
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    Worked! Thanks a million :D
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    Ooh! Ooh! I could help with that! Could you post a sample config from xcraftgate with similar headings? I'm a linux admin by trade and my specialty is regex and perl!

    My original plan (before I decided to take the easy route and ask you) was to load up your mod with EpicGates disabled, create a couple links, then compare the two, but I wasn't relishing living without my gates for even a minute. My 'living zone' is scattered all over the map thanks to the ease of the gate system!

    EDIT: Oh hey! This is unrelated, but the creator of my favorite aircraft mod MoveCraft is looking to integrate with a warp plugin! Check this out;

    The mod is MoveCraft;

    He wants comments here;

    What this would mean is that you could build a large ship and install a warp point on it, sail around, warp away, warp back. Never lose my ship again! We're so gonna need this for the floating island world notch is brewing up!
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    Thanks for this plugin.

    Can you to add an optional command (/gate loop -return gate1 gate2) for to invert the camera after teleport ?
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    Just position yourself exactly like you want players to be positioned after teleport and then create the gate. Your viewing direction get saved, too.

    Sure - here's a small part of our gates.yml:
    zeppelin2city: {locP: -18.900007, target: city2zeppelin, locYaw: -131.88544, locX: 764.28125,
      locY: 65.0, locZ: -304.96875, world: world}
    citySES: {locP: 8.25009, target: citySSE, locYaw: -179.91432, locX: 217.51585721282606,
      locY: 65.0, locZ: -158.30000001192093, world: world}
    fun2spawn: {locP: 3.4499905, target: null, locYaw: -0.48638916, locX: 16.46875, locY: 57.0,
      locZ: 96.65625, world: world}
    cathedral-r: {locP: 4.417251, target: city-cathedral, locYaw: 84.107895, locX: -1005.3000000119209,
      locY: 67.0, locZ: -930.6999999880791, world: world}
    citySSE: {locP: 34.49994, target: citySES, locYaw: -1.864502, locX: 361.36300097251353,
      locY: 65.0, locZ: 125.30000001192093, world: world}
  29. Offline


    Nice plugin. Thumbs up !
    Just a little request : two linked portals should be filled with water or something similar.
  30. Offline


    XcraftGate won't interfere with any blocks in your world. If you want your gates to be filled with water, I'm afraid, you'll have to do it yourself.

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