Fortification
This plugin uses the superperms for permissions (without, it defaults to everything usable by everyone, teleblock shields bypassable by ops). Also (optionally) uses the Factions plugin for faction-based filters on some redstone devices, Towny for city and nation-based filters, and (optionally) Vault for per mechanism costs.
Fortification is a redstone focused plugin aimed at leveling the playing field in pvp by providing defenders with the tools necessary to mount a proper defense. This being said, many of these features serve non-combat purposes as well. Fortification can link into the Factions and Towny plugins to provide additional filters to help differentiate between friends and foes and Vault to bring additional cost to mechanisms.
This plugin optionally uses permissions (without permissions it defaults to everything usable by everyone, teleblock shields bypassable by ops).
For (nearly) complete information see the fortification wiki: Wiki
You can find the source code for this project here: Github
@deathnote1029 rr, sorry, been having all sorts of issues with the new config, I'll definitely fix that in 0.9, in the meantime here is a link to the current config file (which it should still read properly from even if its not generating it right..): http://dl.dropbox.com/u/17471830/config.yml
just drop it in where that empty config is and it should work fine.
@Rogueleader89
When i install the plugin the folder is created but the config.yml is still empty
did i do something wrong?
using the recommended build and your latest build
@danielboyz
Forcefields are definitely on my list of things to do, but its more likely to be in 1.0 than 0.9 (the hopefully next release..), mostly because of the new mod api coming out and my having to think through how they will be powered (optionally anyway, since I want them to have weaknesses as well.)
Cool! I like it! Nice for making advanced traps!
But I have a feature request: Force fields, if you try to enter an area it will make glass blocks appear in front of you. Thanks in advance
@bentech1
Yep, silly mistake on my part as well as some config issue things, updated a new build that fixes all of that as well as a small teleblock change. Should work alright with 1.2.4 now.
@bentech1 does this work with build 2070?
You forgot your @EventHandler
Fixed here
http://pulsecraft.org/data/Fortification.jar
@Rogueleader89:
Hey rogue, weird thing, when i put the plugin onto my server and install it, it creates the fortification folder but there is only an empty config.yml inside
Is there something i'm doing wrong?
Does not work on 1.2.3. I really enjoy this plugin and would really appreciate it if it were updated. Thanks!
@NotYetRated Apologies, didn't see this post and I don't run towny myself, I'll get this fixed for the next full release.
Just wondering if this will be updated for the r5? Just so i can start looking for a replacement if it isn't..
Issue with your most recent build and towny. I think it stems from a sensor looking for members of a town.
2012-02-11 02:09:42 [SEVERE] com.palmergames.bukkit.towny.NotRegisteredException: Resident doesn't belong to any town 2012-02-11 02:09:42 [SEVERE] at com.palmergames.bukkit.towny.object.Resident.getTown(Resident.java:104) 2012-02-11 02:09:42 [SEVERE] at bukkitdev.Rogueleader89.fortification.FortificationPlayerListener.foundplayer(FortificationPlayerListener.java:739) 2012-02-11 02:09:42 [SEVERE] at bukkitdev.Rogueleader89.fortification.FortificationPlayerListener.findsensor(FortificationPlayerListener.java:1346) 2012-02-11 02:09:42 [SEVERE] at bukkitdev.Rogueleader89.fortification.FortificationPlayerListener.onPlayerMove(FortificationPlayerListener.java:268) 2012-02-11 02:09:42 [SEVERE] at org.bukkit.plugin.java.JavaPluginLoader$7.execute(JavaPluginLoader.java:312) 2012-02-11 02:09:42 [SEVERE] at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:57) 2012-02-11 02:09:42 [SEVERE] at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:453) 2012-02-11 02:09:42 [SEVERE] at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:191) 2012-02-11 02:09:42 [SEVERE] at org.getspout.spout.SpoutNetServerHandler.a(SpoutNetServerHandler.java:687) 2012-02-11 02:09:42 [SEVERE] at net.minecraft.server.Packet10Flying.handle(SourceFile:126) 2012-02-11 02:09:42 [SEVERE] at net.minecraft.server.NetworkManager.b(NetworkManager.java:226) 2012-02-11 02:09:42 [SEVERE] at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:100) 2012-02-11 02:09:42 [SEVERE] at org.getspout.spout.SpoutNetServerHandler.a(SpoutNetServerHandler.java:552) 2012-02-11 02:09:42 [SEVERE] at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78) 2012-02-11 02:09:42 [SEVERE] at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:537) 2012-02-11 02:09:42 [SEVERE] at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:435) 2012-02-11 02:09:42 [SEVERE] at net.minecraft.server.ThreadServerApplication.run(SourceFile:465)
@colony88
That would be great, I keep meaning to get around to it but my schedule has been terrible lately...
I'll try to make a vid showing some plugin features if you want?
Why no pictures?
@EvHub
Thats a good idea, reminds me of the groupdetect sensors back in hmod, I wish i had read the comments here a bit more before uploading 0.8.6 now :P, I'll work on getting it into the next version though.
Love the plugin, very useful, especially sensors. I do have one request, however. It would be really nice if I could have a sensor that detected if people had a certain permissions. Like fortification.sensor.randomperm. Then the sign could use a filter like detectperm and have it detect only ppl who have randomperm or some other permission. This would make it easy to detect large groups of people and specific permissions groups.
@jonnay23 that is odd... I designed it to be, what specifically were you having trouble using? I'll definitely look into it and fix it for the next version if I can find the issue.
EDIT: Couple of quick tests in my own creative world, I'm not having any issues with sensors, turrets, shields, or trapdoors in other worlds
Just FYI, it seems like this plugin isn't multiworld compatible. We tried for a few hours to make it go on our creative world, with no effect. Once we switched ot the "main" world though, everything worked fine.
@TerraNetworkOrg I've been busy with holidays/rl stuff. I did find the source of the problem recently though so I'll probably put out a new release with that and some new stuff/changes (replacing register support with vault support for instance) sometime later this coming week.