Explosive Traps
Description
Adds proximity and remote detonator traps. Proximity traps explode on player or entity contact, remote traps explode on player click. Remote traps have different channels. Has War and WorldGuard support. Fully configurable.
Features
- Proximity traps
- Remote detonator traps
- Different channels for remote traps
- War support
- WorldGuard support
- Fully configurable
- Custom crafting recipes
- Defusing
- Basic support for all protection plugins which cancel block placing / block destroying / explosions
- Traps will explode after a certain amount of time if noone stepped on it (default 40s, change to 0 for infinity)
- Traps don't explode on players if PVP in that world is disabled
- Traps don't explode on the player who placed the trap (configurable)
- Setting/destroying traps respect protection plugins
Proximity traps
- Item for playing proximity traps is Firework Star (ID 402) with durability 999. Right-clicking with that item on a block places a trap above
- Looks like tripwire by default (ID 132)
- Obaining traps: /getproximitytrap <amount> or crafting (check configuration)
- Explode if a player steps on it
- Explode if a entity steps on it (or items are thrown on it, etc). Important: atm this just works with pressure plates and conntected tripwire
Remote detonator traps
- Default item for placing remote detonator traps is Nether Star (ID 399) with durability 999. Righ-clicking places a trap.
- Left-clicking while sneaking detonates all placed traps
- Looks like a flower pot (ID 140).
- Obaining traps: /getremotetrap <amount> or crafting (check configuration)
- Needs at least 2 traps to place traps, last one is always used fo detonating
- Configurable limit of simultaneously placed traps
Channels
- Newly placed traps get the currently selected player channel
- Shift+rightclick on a placed remote trap to select channel of that trap
- Shift+rightclick somewhere else to select player (detonator) channel
- All traps where player channel equals trap channel explode simultaneously
- Select 'All' player channel to detonate all traps regardless of channel
- Select 'Single' player channel to detonate traps chronologically one by one regardless of channel
WorldGuard support
- Traps can't be placed/destroyed/defused in regions where the player cannot build
- Traps can't be placed in regions where 'TNT' flag is disabled
- Traps don't explode in regions where 'other explosion' flag is disabled
- Traps don't explode on players in regions where 'PVP' flag is disabled (delayed explosion still happens)
- Ops can place traps everywhere
War support
- Traps don't explode on team players if 'friendly-fire' is off
- Traps can't be placed on spawn/flag/warhub/etc
- Traps can be placed in custom loadouts (use configured item ID and configured item durability)
- Traps don't explode on players in zones where 'PVP' is disabled (delayed explosion still happens)
Precedence of plugins is Warzone -> WorldGuard region -> World PVP setting if any conflicts happen
behaviour of traps in respect to explodeOnSelf config option looks like this:
(true = explodes, false = vanishes)
teamPlayer selfInWarzone selfOutside selfOff/friendlyFireOn true false false selfOn/friendlyFireOff false false true selfOn/friendlyFireOn true true true selfOff/friendlyFireOff false false false
Custom crafting recipes
Check the configuration page for the default recipes.
Basically you define the recipe by giving one material per slot. You can use as many different materials as you like, you just have to add them to the config. Please remember to follow the list and associatve list YAML syntax or it won't work. For example YAML special characters like "*" or "#" should be quoted:
proximityCraftShape: - "X#X" - "#*#" - "X#X" proximityCraftMaterials: "*": 46 # tnt "#": 289 # sulphur X: 1 # stone
Defusing
- If defusingEnabled is true the behaviour of traps changes. Players have to stand near the trap to remove or defuse it (configurable, change to > 4 to disable that feature)
- If a player attempts to remove a trap without defusing it, it will explode (always, exception: WorldGuard regions with 'other-explosion' flag disabled or other plugins which cancel explosions).
- Defusing works as following: equip the defusing item and hold right-click on the trap till it is defused
- If defusing gets interrupted the player has to start over
- Defused traps can drop the trap with certain chance
- Can be configured to work only while sneaking
Commands
- /setplacingitem <ItemID>
Changes proximity placing item to <ItemID>
- /settrapblock <BlockD>
Changes proximity trap block to <BlockID>
- /getproximitytrap <amount>
Gives you <amount> of proximity traps
- /getremotetrap <amount>
Gives you <amount> of remote traps
Permissions
- explosivetraps.*:
description: gives access to all ExplosiveTraps actions
- explosivetraps.place:
description: allows placing traps
default: true
- explosivetraps.setplacingitem:
description: allows using /setplacingitem
default: op
- explosivetraps.settrapblock:
description: allows using /settrapblock
default: op
- explosivetraps.getproximitytrap:
description: allows getting proximity traps via command
default: op
- explosivetraps.getremotetrap:
description: allows getting remote traps via command
default: op
Todo
- add localization
- add visualization of available channels
- add kill counter
- make entity contact work with other blocks
- add sticky traps, more variants
- make traps persistent
- add residence support (partly implemented)
- make WG non-PVP zones work in War zones
- add more permissions
- add more commands for configuration
Caveats
- Traps are not persistent, they don't work anymore after shutdown, but the blocks are still there
- Proximiy traps don't work on entities on blocks other than pressure plates and conntected tripwire
Configuration
Videos
v0.6 feature demonstration:
check out my other plugin: ArrowMux
@FlOppythp
worldguad is optional, I just set the wrong relationship. Nobody is forcing you to use the plugin ;)
@jacob_vejvoda
OK, I'm working on it
On my server kill counting is very important, I don't use TNT.
Currently I am using crackshot for my explosives, but I like the way your plugin dose the explosives better.
The only problem is crackshot keeps track of who placed the explosive and yours dose not.
@jacob_vejvoda
Yes, that's because traps trigger explosions which don't track back to the player. What do you need that for? Does it work with players killed by your TNT?
The traps don't register kills. If someone walks on my trap and dies I don't get a kill.
@SannyOK
flower pot (390) instead of tnt in the center
@vikm
And craft for remote detonator trap?
@SannyOK Check the bottom of the config page
for example, by default the craft recipe for proximity traps looks like that:
where a space is an empty slot, B is sulphur(289) and A is tnt(46). Of course you can change the materials (A and B or just add another symbol) and the shape. I hope it's understandable. I'd appreciate it if you would make a review!
@vikm
And how to craft them? Some instructions? Sorry for my bad english, I'm from Russia. And If we can craft them I wil make a review for Russian users.
@Adondriel
Yes, I think that would be possible, could you supply me with a detailed example scenario via pm, so I can get an idea?
@SannyOK I already added crafting, or do you mean something else?
If you add a craft for each other bomb - it will be the best plugin!
Is there a way to allow players to place the bombs in certain worldguard regions? (maybe a custom flag?)
@SannyOK
not yet
Is it craft for it?
This plugin is awesome! :D but.. I have one question for u:
if I use firework stars from creative mode, it doesn't work, but y? I must always use the command /i 402:999
Is it a bug or so?
mfg wil
@sirnixalot98
It requires the placing item in inventory. The placing item will get consumed. Don't quite get the question, do you want to spam traps without item consumption? That's not possible atm, but I can add an option if you want.
Can't test it cause I'm in class, but do traps require the item is of the trap in the players inventory to place them? Or can a player spam the traps? I ask because this would work amazingly well with the kitpvp server I help run.
@LIEKABOWSE
I'll look into it, thanks for the suggestion! I'm currently working on defusing, I'll try to add entity support afterwards
I really like the plugin :) Can't wait for entity support. Could Residence support maybe be added?
Works perfectly for my TF2 server I am making, perfect trap for the engineer. Thanks!