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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    Drakia

    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)

    PLEASE READ IF YOU NEED SUPPORT:
    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 http://pastebin.com 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 http://pastebin.com 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

    =============
    Description
    =============
    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.

    Download: http://thedgtl.net/bukkit/Stargate.jar
    Source: http://github.com/TheDgtl/Stargate-Bukkit/

    =============
    Language Packs
    =============
    http://thedgtl.net/bukkit/sg/de.txt -- German (Thanks EduardBaer)
    http://thedgtl.net/bukkit/sg/nl.txt -- Dutch (Thanks Grovert11)
    http://thedgtl.net/bukkit/sg/ru.txt -- Russian (Thanks ckr@jk)
    http://thedgtl.net/bukkit/sg/fr.txt -- French (Thanks Dauphin14)

    =============
    Known Issues
    =============
    None

    =============
    User Videos
    =============
    http://www.youtube.com/uggames#p/u/4/_Xzbmp7UlXw - 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

    =============
    Permissions
    =============
    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 stargate.world.* 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 stargate.network or stargate.world will result in 'Permission Denied' errors.
    Once you have disabled stargate.use, you can either give individual stargate.network.{name} nodes, or give them stargate.network and set specific stargate.network.{name} nodes to false to deny access to those specific networks.
    Worlds work in the same way, though with stargate.world.{name}. (Make sure to set up both stargate.network AND stargate.world 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 stargate.create.network/stargate.create.gate 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

    Code:
    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)
      stargate.world -- Allow use of gates linking to any world (For Permissions 2.x/3.x please use stargate.world.*)
        stargate.world.{world} -- Allow use of gates with a destination in {world}. Set to false to disallow use.
      stargate.network -- Allow use of gates on all networks (For Permissions 2.x/3.x please use stargate.network.*)
        stargate.network.{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
      stargate.option.free -- Allow use of 'F'ree
      stargate.option.backwards -- Allow use of 'B'ackwards
      stargate.option.show -- 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}
      stargate.create.network -- Allow creating gates on any network (For Permissions 2.x/3.x please use stargate.create.network.*)
        stargate.create.network.{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
      stargate.destroy.network -- Allow destruction of gates on any network (For Permissions 2.x/3.x please use stargate.destroy.network.*)
        stargate.destroy.network.{networkname} -- Allow destruction of gates on network {networkname}. Set to false to disallow destruction of {networkname}
    
    stargate.free -- Allow free use/creation/destruction of gates
      stargate.free.use -- Allow free use of Stargates
      stargate.free.create -- Allow free creation of Stargates
      stargate.free.destroy -- 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:
    Code:
            - -stargate.network.Bah
            - stargate.network.*
    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
    stargate.free -- Op
    stargate.admin -- Op

    =============
    Instructions
    =============
    Building a gate:
    Code:
        OO
       O  O - These are Obsidian blocks. You need 10.
       O  O - Place a sign on either of these two blocks of Obsidian.
       O  O
        OO
    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)

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

    Picture:
    Show Spoiler
    [​IMG]


    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:
    usecost=5
    destroycost=5
    createcost=5
    toowner=true

    ==============
    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:
    Code:
    portal-open=90
    portal-closed=0
    X=49
    -=49
    
     XX 
    X..X
    -..-
    X*.X
     XX 
    
    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:
    X=35:15
    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.

    ==============
    Configuration
    ==============
    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:
    prefix=[Stargate]
    teleportMsg=Teleported
    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

    =============
    F.A.Q.
    =============
    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 'stargate.world' and 'stargate.network' but they can't use gates, why not?
    A) If you are using Permissions 2.x/3.x please use 'stargate.world.*' and 'stargate.network.*' 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

    =============
    Changes
    =============
    [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 stargate.network.*/stargate.world.* on gate creation
    - Check for stargate.world.*/stargate.network.* 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 'stargate.free.{use/create/destroy}' permissions.
    [Version 0.3.5]
    - Added 'stargate.world.*' permissions
    - Added 'stargate.network.*' permissions
    - Added 'networkfilter' config option
    - Added 'worldfilter' config option
    [Version 0.3.4]
    - Added 'stargate.free' 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. Offline

    Drakia

    Wait you made the gate with the sign on the right, or you moved the sign after you made it?
     
  3. Offline

    SilencShadoW

    i made the sign on the right and now if i rightclick its get sometimes some error codes :eek: TP and activation works :p
     
  4. Offline

    Drakia

    Well I don't know what you're doing but you has to be doing something to make it error, I can't reproduce this bug. I can add a check but it won't change anything other than the error not being printed.
     
  5. Offline

    SilencShadoW

    ill hope u find a way to fix it :eek:
     
  6. Offline

    Inscrutable

    Regarding Lockette, you asked:
    I regretfully report that this bug has resurfaced (SG0.62, Lockette 1.38, RB1060), contradicting my earlier report. :(
    The behaviour is as follows: When attempting to place a Lockette sign on a block over a double door, lockette refuses by saying "conflict with existing container". The same sign will work when placed directly in front of either door.
    Normally Lockette allows signs above or below the door, and such signs still work if they are placed when
    Stargate (0.55, 0.62) is not running, and continue to do so after it is reinstalled. [I just tested that]
    So it has something to do with the *placement* of the sign that sets off a conflict.
    I don't know how I got lucky making it work last night, but I can't repeat it (sleep deprived madness)
    Sorry Darq, you were right. :(
     
  7. Offline

    Drakia

    That's far more helpful. Not much I can do for the next 12 hours however.
     
  8. Offline

    Darq

    @Drakia I don't know much on the subject, I was just repeating what Acru said to me after I spoke to him. If you'd like to create a test server; or use mine to test our what I mean by a conflict, that'd be nice.
     
  9. Offline

    palz2015

    And... that means? I'm doing everything right.
    The sign reads:
    Mountaintown​
    central​
     
  10. Offline

    Drakia

    That means you didn't read the first post namely the part that tells you what information I need. Or, apparenty, the part that says gate names are limited to 11 characters.
     
  11. Offline

    palz2015

    Right... sorry :p
     
  12. Offline

    andrewkm

    @Drakia
    Ive actually just got into customizing the stargate plugin ALOT - with a ton new things im adding to the server, and id really like to stress the awesome job on the new permissions you've done, everything is so much better now! Thank you very much :D
     
  13. Offline

    Drakia

    I love the new permission layout too :D but there is one issue I need to fix still in the next few days, negating permissions after giving stargate.network won't work :(

    I looked into it now that I'm home again, and there is literally nothing I can change to make it check more. Something is screwed up with your world, because when calling setText I first find the block, then check if it's a sign, then call setText. There is literally nothing I can do to stop your error.

    @andrewkm Some more Perms tweaks, now you can negate permissions on a per-world/network basis :D
    @Darq @Inscrutable Lockette compat is fixed in 0.6.3

    [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

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Jul 18, 2016
  14. P.S. Das ist alles frei übersetzt! Ich hoffe niemand hat etwas dagegen.
    P.S. This is all freely translated! I hope there's no problem about that.
    :)
     
  15. Offline

    Inscrutable

    Thank you! MsInscrutable just gave SG0.63 and Lockette a road test, and no more conflicts were found.
    However....
    It seems that stargates always tell her they are charging for use (iConomy 5.01). Even FREE gates (they go green), even when she has Stargate.free and stargate.free.use as permissions (in group Seraphim, via PermissionsEx 1.13). And she is Op. >> She tells me they aren't *actually* charging, though, just saying it. :eek:
     
  16. Offline

    Drakia

    Yeah, seems my logic jumped between two different functions. I'll have this fixed tonight, luckily it's purely cosmetic :)
     
  17. Offline

    Darq

    @Drakia May I ask what happened between 0.6.2 and 0.6.3 that made previously set permissions completely stop working? I see no new information on this thread or in the config.yml
     
  18. Offline

    Drakia

    The only breaking change in perms was from 0.5.x to 0.6.x. What exactly "completely stopped working"? That sentence is very devoid of information.
     
  19. Offline

    Darq

    Sorry. I was doing a plugin overhaul today and updated Stargate in the process. I had the exact same permissions set to a group that I did before I upgraded to 0.6.3 from 0.6.2 and then groups stopped being able to use portals. Downgraded back to 0.6.2 and it worked again.
     
  20. Offline

    Drakia

    And? I'm not psychic. Post your permissions...
     
  21. Offline

    andrewkm

    @Drakia
    Say i would like a group to be able to access
    Code:
    line1: name1
    line2: name2
    line3: spawn
    
    but not
    Code:
    line1: name3
    line2: name4
    line3: city
    
    My permissions would be
    Code:
            - stargate.network
            - -stargate.network.city
    
    or just the permission
    Code:
            - stargate.network.spawn
    
    Using permissions 3.1.6 ?
    Im just confirming because again ive been messing with the gates and trying out something totally new and ive just about rage quit - might just put everything back to before lol.
     
  22. Offline

    Darq

    @Drakia
    Code:
    groups:
        Member:
            default: true
            prefix: '&b'
            permissions:
            - stargate.network.Hell
            - stargate.world
    The rest is irrelevant. I used that to allow that group to access the Hell network. It works fine on 0.6.2 but on 0.6.3.

    The hell network consists of a single portal in one world and a single portal in another;
     
  23. Offline

    Drakia

    @andrewkm Alright, your issue is caused by the fact Permissions doesn't have a way for me to easily check if a permissions is "defined" or not. You need to give 'stargate.network.*' and then '-stargate.network.city'. Using SuperPerms it would be 'stargate.network: true' and 'stargate.network.city: false'.
    @Darq Whether you think the whole file is pointless or not, I can't/won't help you until you post it. For all I know they are inheriting something that is screwing it up. Also _what_ Permissions are you using?

    [Edit]
    @Darq Actually I just realised, you're probably using Permissions 3.x as well, you need to give stargate.world.* not just stargate.world, it's a Permissions vs SuperPerms thing. Again, more information helps you get helped faster.

    Updated the first post with this information.
     
    andrewkm likes this.
  24. Offline

    Darq

    @Drakia
    permissions (open)

    Code:
    groups:
        Member:
            default: true
            prefix: '&b'
            permissions:
            - stargate.network.Hell
            - stargate.world
            - stickyhelp.read
            - signColours.*
            - modtrs.command.check.self
            - modtrs.command.modreq
            - iConomy.rank
            - iConomy.payment
            - iConomy.list
            - ChestShop.shop.sell
            - ChestShop.shop.buy
            - ChestShop.shop.create
            - commandbook.motd
            - mywarp.warp.basic.warp
            - lwc.protect
            - multihome.defaulthome.set
            - multihome.defaulthome.go
            - commandbook.whereami.compass
            - commandbook.whereami
            - commandbook.spawn
            - commandbook.msg
            - commandbook.rules
            - whosthere.who
        Moderator:
            prefix: '&a'
            permissions:
            - stargate.network.SkyNet
            - modtrs.command.complete
            - modtrs.command.teleport
            - modtrs.command.broadcast
            - modtrs.mod
            - modtrs.command.check
            - nocheat.notify
            - administrate.invisible
            - administrate.tp
            - lwc.mod
            - commandbook.mute
            - logblock.toolblock
            - logblock.tool
            - worldguard.notify
            - worldguard.ungod
            - worldguard.god
            - commandbook.call
            - commandbook.bans.unban
            - commandbook.bans.ban
            - commandbook.kick
            - commandbook.return
            inheritance:
            - Member
        HeadMod:
            prefix: '&6'
            inheritance:
            - Moderator
            permissions:
            - '*'
        Admin:
            prefix: '&4'
            permissions:
            - '*'
            inheritance:
            - HeadMod

    There you go good Sir.
    Had to cut off users there, posts aren't allowed to be more than 30k characters long. :)
    Using PermissionsEX 1.13

    Extra group inheritances are there because I'm OCD and like things to be neat.


    Sorry for not following instructions right the first time. I'm good at thinking I'm right when I'm truthfully wrong.
     
  25. Offline

    Drakia

    @Darq As I said in the previous post, I figured out the problem when I realized you were running something besides SuperPerms. Give the users stargate.world.* as opposed to stargate.world.
     
  26. Offline

    Darq

    Figure I should mention, on 0.6.3 a newly generated config file has this line:
    portal-folder: plugins\Stargate/portals
    On linux that actually creates a folder 'plugins\Stargate' in the root of the server folder.
    Might want to change that '\' to a '/'?

    For both the gate-folder and portal-folder options
     
  27. Offline

    andrewkm

    @Drakia
    Alright.
    And with the first example; if I'd just like to give certain groups access to certain gates, say Residents access to a resident network and mayors access to a mayor network.
    -
    Would i just give
    -
    Residents:
    Code:
    stargate.network.resident
    Mayors:
    Code:
    stargate.network.mayor
    -
    Or would they require other permissions as well?
    -
    I understand to give access to all networks i would do stargate.network.* and then negate various networks (For those i do not want access to), how about access to single networks as above and none others?
     
  28. Offline

    Darq

    @andrewkm The permissions file I posted has a perfect example of how to do that.
     
    andrewkm likes this.
  29. Offline

    Drakia

    @andrewkm Single network permissions would just be 'stargate.network.{name}' as well as 'stargate.world.*' to allow them access to all worlds.
    @Darq I use "portalFolder = getDataFolder() + "/portals";", I have no control over what that slash is, it's entirely dependant on Bukkit returning the proper path, which in some random cases it doesn't.
     
    andrewkm and Darq like this.
  30. Offline

    andrewkm

    Ah now i understand it :D
    Gosh im really taking customization to the max :p - Thank you so much for the help. Everything is perfect now! Oh man am i gonna have fun with this =D These new permissions open up a whole new world of possibilities!
     
  31. Offline

    Drakia

    Indeed. It's a shame things need to be handled two different ways for the different Perms systems :(
     
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