Ancient Gates
Introduction
This plugin can allow those with permission, to create gates. These gates will teleport any player, entity (incl. passenger) or vehicle (incl. passenger) that enters that gate to the designated location and/or execute a command. This is a very easy to use, easy to maintain transportation plugin! As a bonus, the gates can look any way you like (vertical or horizontal), with a selection of portal materials.
To get started, try the in game command: /gate
Commands & Permissions
AncientGates commands and permission nodes are simple and intuitive.
Click here for commands and permission nodes...
Configuration Settings
AncientGates configuration options are fairly extensive.
Click here for configuration (/gate setconf) settings...
BungeeCord Support
AncientGates fully supports BungeeCord server-server player, entity and vehicle teleportation.
Click here for further information and full setup instructions...
FAQ
AncientGates has seen a fair few questions in its time. Here are some of the more frequent ones.
Click here for Frequently Asked Questions...
Featured Video
I recently came across this video, showcasing the latest features. It has been put together by Vikaar1.
I've seen several Youtube videos since taking over maintenance of this plugin.
Click here to see more, including translations...
Development Builds
Go to the AncientGates Jenkins build server
Metrics
You can (globally) opt out the stat collection via /plugins/bStats/config.yml if you wish.
@LizardFreak7
Try the latest development build (#133). It appears the workspace area on the build server needed cleaning out.
@peewi96
No, i only see one.....
@marubal21
You just need it installed on the Craftbukkit/Spigot servers.
@CTdrummerguy
What do you mean by non-functional? What is broken/not working? Any error logs?
@Venus21300
You don't need to specify the "ENDPORTAL" material. You can only have vertical nether portals and horizontal end portals. Set the material to "PORTAL" and make a horizontal portal ;).
@LizardFreak7
Your error log suggests to me that you have two instances of AncientGates loaded. Have a look in your plugins directory and make sure there's only one (ideally v1.8.0).
@navbarry
This is a bug with the current Craftbukkit Beta builds. I'm looking at implementing a workaround that uses WorldEdit if the plugin is present.
@deaddude22
Thanks for helping out with the responses =).
@jvmatl
Redstone support is definitely on my todo list. The idea of a "/gate <gatename> enabled <always|powered|unpowered>" command is an excellent idea, I had been pondering the implementation.
You're welcome to fork the source code and submit a pull request if you want to lend a hand ;).
Hi guys,
Sorry for the lack of response, just got back from my holiday.
I will have a read through all the comments, tickets and PMs tonight and respond tomorrow with any fixes and help, etc.
Hi,
Love this plugin! I've been making 'mystery portals' on my kids' server for them to explore. :^)
I have a feature in mind that I'm willing to try to work on (eventually, my time is limited, with a new baby on the way) but first I wanted to make sure that (a) someone else isn't already working on it and (b) there isn't some fundamental reason why this won't work.
In short, I'd like to be able to turn gates on and off via some in-game (i.e. redstone) mechanism. For example, I could hook a portal up to a daylight sensor and a redstone comparator or something so that I can make a portal that only open by moonlight, or only at high noon (or when the player gets the right combination of levers, or whatever)
What do you think? (1) can it work with the available API, or is it a dead end? (2) is anybody already doing this? Any pointers on how this could be accomplished would be appreciated. I'm an experienced Java developer, so I'm not afraid to work with the code and send in a patch or whatever, but I'm new to plugins, so any advice is welcome.
Assuming it's feasible, my vision is to make gates default to always on (when they are 'open') and to add a gate subcommand (something like /gate <gatename> enabled <always|powered|unpowered>") Where 'always' is the way it works right now, 'powered' means it needs a redstone signal to turn on, 'unpowered' basically just inverts the logic so that a redstone signal can turn the gate off. But I'm open to any suggestions for improvement.
EDIT: on further reflection, I can probably achieve the same effect with a command block, can't I?
ATTENTION
To Fix the issues that you guys are getting with weird/sideways/disoriented portals just use worldedit. Select the entire portal area where the portal exists. Use the commands //fast then use //replace portal portal It will re-render the portal and make it the correct form and fix the issue.
@navbarry
Same here!
I'm using v.1.8.0 and some of the gates are a bit screwed up. Parts of the portal appear sideways and look very odd......
I am using the latest development build (which looks to be the same as the bukkit approved one), and i get this error every time a player joins: http://pastebin.com/Thr6Fr1M Is it ancient gates? Something else?
Hey why doesnt the ENDPORTAL material work anymore i REALLY need it
I installed the plugin on my 1.7.4 bukkit server and the plugin is non-functional. I'm assuming I'm doing something wrong, any advice?
I understand this plugin supports BungeeCord for multi-server setups, but when installing do i also have to have the plugin running on the BungeeCord instance or just on the Spigot servers?
@peewi96
I do have quite a few uses for the extra functionality. Thank you for being so helpful. :)
@Rockinred279
What do you mean by respawn in portals? Are these BungeeCord gates you're referring to or normal gates?
You can use the /gate setconf gateCooldownPeriod [delayInMilliseconds] command to adjust the gate teleportation cooldown period.
@RoboDCProductions
Sure, apologies I don't go on the Bukkit forums as often as I should. Skype is same as username =).
@MrSqueak
Haha, no worries ;). I get what you mean now, I thought the question you were asking was along those lines, but then I backtracked as I thought I'd misread the message.
Currently you can use %p to target the players name.
I can look into adding a %a and a %r if this is something you would find useful?
@peewi96
As in, if the command would normally have a variable for a playername i.e.
/give <playername> dirt 1
could I make it so that I could type
/gate setexec examplegate console give @p dirt 1
Then when walking through the gate the gate would issue the give command through the console and target the player that walked through it as @p. Also if it can do this can it use something like @a to select all players or @r to select a random player. Hope that sums up targets well enough. :P
I'm not sure exactly what it might look like in code but it would basically scan the string for the command and rewrite it with whatever player is walking through the gate or gets targeted. A simple random number generator with a limit set by the amount of players online could be used to target a random player in an array filled by getting the playerlist from the server. Again this assumes that the plugin doesn't already have the ability to execute targeting. Somebody who could code a plugin like this probably doesn't need a newbie explaining this so I'm going to stop typing now. lol
Hey peewi96. I'm just wondering if you have a Skype so we can continue the progress of the ClearInv+ plugin?
Thanks!
Good, but my players respawn in the portals... And they can't /login because in a portal we can't whrite...
@crunkazcanbe
Cheers for the heads up, good to know.
PropHuntSigns uses BungeeCord's plugin messaging system. It seems that if it fails it prevents any other plugin from using the system.
AncientGates naturally uses the messaging system itself and cannot communicate on it as the PropHuntSigns plugin has failed.
It seems that the PropHuntSigns plugin will fail if one of the servers in its config does not have the PropHuntSigns plugin loaded. That's as much as I know from briefly looking at it.