Documentation/configuration/v1.1.9
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If you insert a not possible value/wrong value in a section the plugin will use the default value or the nearest possible value (Example: your value at section balls: -3 -> plugin will use -1). 1 Tick = 1/20 seconds. Server: # Whether or not to connect to blablubbabcs website to send server stats (not yet used. Plan is to use these information for some sort of public serverlist later) and receive version information and print a hint if a new version is available. Version Check: true Paintball: # A very simple afk detection: On certain events (match end, being hit) a player is checked, if he moved a certain distance from his spawn location to determine if he is afk or not. AFK Detection: # enables afk detection enabled: true # If a player is in this distance around the location he spawned during a afk-check, he is considered as being afk. 'Movement Radius around Spawn (keep in mind: knockbacks, pushing, waterflows, falling, etc)': 5 # The amount of how often a player has to be checked and considered as afk in a row(= failing the distance checking. See above.) to really be considered afk and be kicked from his team. Amount of Matches: 3 # The language file which shall be loaded from the language folder. Note: enUS will not really load the enUS.txt file, but use the internal default enUS.txt file. Language: enUS # Set this to true, if you do not use a permissions plugin. This will let all players play paintball (use the default commands) and ops can create arenas and use the admin commands. No Permissions: false # This is here for my personal testing of different things during development. It has no real purpose for you and it is not clear what it will do, as this can change at anytime depending on what I am currently testing. Debug: false # Votifier Vote Listener feature settings: VoteListener: enabled: true # The amount of Paintball cash received for each vote. Cash: 100 # Every player joining the server will automatically join the lobby. Meant for 'paintball-only' servers. Auto Lobby: false # This will put players automatically in the random team, if they joined the lobby because of Auto Lobby being enabled. Auto Team: false # Points per kill. Points per Kill: 2 # Points per hit. Points per Hit: 1 # Points per hitting a team mate. Points per Team-Attack: -1 # Points per winning a match. Points per Win: 5 # Points per played match. Points per Round: 1 # Paintball cash per kill. Cash per Kill: 10 # Paintball cash per hit. Cash per Hit: 0 # Paintball cash per win. Cash per Win: 10 # Paintball cash per played match. Cash per Round: 0 # Defines the snowballs speed. Values between 1 and 4 should be fine. Ball speed multi: 2.5 # Enables colored names in the tab list. Colored listnames: true # Chat related settings: Chat: # Enables colored chat messages. Colored Message: true # Enabled colored player names in chat. Colored Name: false # Rank settings: Ranks: # Whether to use chat prefixes. Chat Prefix: true # Whether to give players in the lobby colored armor and such depedning on their rank. Lobby Armor: true # Scoreboard settings: Scoreboards: enabled: true # Arena rotation settings: Arena Rotation: # Whether or not to rotate through the arenas instead of randomly picking the next. Random Rotation: true # Only allow joining the random team. Only Random: false # Automatically put players in the random team if 'Only Random' is enabled and a player tries to join another team. Auto Random: true # This allows you to define paintball worlds. When a player enters such a paintball world, he automatically enters the lobby. When he leaves to a non-paintball world, he also leaves the lobby. This is similiar the AutoLobby feature. Make sure that your arenas are in such paintball worlds. World Mode: enabled: false worlds: - paintball # Automatically puts players which are not in a team but in the lobby into the spectator group when a match starts. Auto Spec Lobby: false # Enables certain effects such as the colored particles on snowball hits. Effects: true # This enables a workaround of a vanilla minecraft issue, where players are invisible for each other after teleports. Try disable this if another plugin is also using this workaround (which is sometimes the case if this is not working and players are still invisible for each other). Teleport Fix: true # Command signs settings: Paintball has integrated universal command signs (you can use this even for not-paintball-commands) Command Signs: enabled: true # The first line of a sign has to be this (additional colors on the sign don't matter): Command Sign Identifier: '[Paintball]' # Whether or not the shop still works via these command signs, even though it is disabled. This can be usefull to settup per-arena shops via signs. Ignore Shop Disabled: true # This command blacklist does block commands from players OUTSIDE the paintball lobby which affects players inside the paintball lobby. Example: teleporting a player who is currently playing paintball. Only enable this if needed, because this probably takes some performance if there are many players playing paintball. Blacklist: # Enable this command blacklist. Enabled: false # Let ops and players with the paintball.admin permission bypass this blacklist. Admin Override: true # The commands that should be blocked, if they are affecting a player currently playing paintball. {player} stands for the player name (has to be exact otherwise won't detect properly) and {args} stay for anything else (like another playername). Commands: - /ptp {player} - /tp {args} {player} - /tp {player} {args} - /tphere {player} # Commands that shall not be blocked while playing paintball. Allowed Commands: - /list - /msg - /m - /r - /whisper - /tell - /login * - /register * # Whether or not to save/restore the players level and exp on joining/leaving the lobby and use the level number and exp bar to display information, like the countdown timer or remaining health. Use XP Bar: true # TagAPI features. Changes the name above a players head. Tags: # Whether or not to use the TagAPI features. enabled: true # Players have colored nameplates according their team. colored: true # Player nameplates are (nearly) invisible. invisible: true # Whether or not the nameplates of players not playing paintball shall be invisible. remaining invisible: true # Melodies are played after a match has ended. Melodies: # Enables the melody feature. enable: true # The delay in ticks after match end after which the melodies shall be played. Directly on match end (with 0 delay) would sound 'laggy' as players are teleported at this moment and receive a lot of chunk data at this time. delay: 20 # The win melody is played for all winners. win: # The files name inside the melodies folder. file: win # Whether or not it is a NoteBlockStudio file (.nbs) or a default .txt file, which uses my own (simple) format for saving and reading of melodies. nbs: false # The defeat melody is played for all who have lost. defeat: file: defeat nbs: false # The defeat melody is played for all if the match has no clear winner. draw: file: draw nbs: false # Gifts are chest that players randomly receive during matches and that can be opened to receive a random item or can be given to others. Gifts: # Enables gifts. enabled: true # The chance that a player receives a gift when spawning. onSpawnChance: 5.0 # Whether or not to print players the wish text when opening a gift. wishes: true # The wish text that is printed to a player when opening a gift. wishes text: '&cblablubbabc&5, &cAlphaX &5and &cthe server team &5are wishing you a lot of fun!' # The delay in minutes until a player again receives the wish text when opneing a gift. wishes delay in minutes: 60 # These items that can randomly be obtained by opening a gift. gifts: # This number has no meaning. '0': # This message is printed to the player when he receives this gift. message: Hope you have luck with these balls! # The items id. id: 332 # The items subid. subid: 0 # The items amount. amount: 50 # The chance that this item is received by opening a gift. Will be recalculated depending on the chances of the other gifts and normalized to the overall chance of all gifts together. chance: 20.0 '1': message: Blind them with these! id: 370 subid: 0 amount: 2 chance: 10.0 '2': message: Confuse them with these! id: 375 subid: 0 amount: 2 chance: 10.0 '3': message: May these grenades be with you! id: 344 subid: 0 amount: 2 chance: 5.0 '4': message: Some explosives for you! id: 341 subid: 0 amount: 2 chance: 5.0 '5': message: I knew you ever wanted to be a sneaky killer! id: 390 subid: 0 amount: 2 chance: 10.0 '6': message: Give them hell with these rocket launchers! id: 356 subid: 0 amount: 2 chance: 10.0 '7': message: I knew you ever wanted to order a airstrike at least once! id: 280 subid: 0 amount: 1 chance: 5.0 '8': message: Support from orbit waits for your order! id: 369 subid: 0 amount: 1 chance: 5.0 '9': message: Take this weapon! id: 275 subid: 0 amount: 1 chance: 5.0 '10': message: I got some more gifts for you! id: 54 subid: 0 amount: 2 chance: 5.0 '11': message: This comerade will fight for you! id: 86 subid: 0 amount: 1 chance: 3.0 '12': message: This weapon comes fresh from production! id: 382 subid: 0 amount: 1 chance: 3.0 '13': message: No one can hide from your view! id: 398 subid: 0 amount: 1 chance: 2.0 '14': message: You had no luck this time :( id: 0 subid: 0 amount: 0 chance: 2.0 # When a player joins the lobby he will ALWAYS automatically be 'resetted' (inventory gets cleared, his health restored, etc.). Lobby join: # The delay in seconds a player has to wait and stand still before he joins the lobby. Good to prevent players getting away from battles and other trouble. Join Delay: # The time in seconds a player has to wait before he actually enters the lobby. Time in Seconds: 5 # These checks will be made before a player joins the lobby. If a player fails one of the enabled checks, he can't join the lobby. Example: Setting the health check to false will ONLY disable the check(a player can now join with low health), but his health will STILL be set to full when joining the lobby. Checks: # If this is set to true, a player must have an completly empty inventory before being able to join the lobby. Note: The inventory of the player will be emptied when joining the lobby, no matter what is set here. So if inventory saving is disabled (see below) the players inventory will be lost. Inventory: false # With this setting being enabled the players inventory will be saved and restored. This setting only makes sense with the Inventory-Check being disabled, otherwise it will simply save the already empty inventory. Inventory Save: true # Only allow players already being in survival mode to join. Gamemode: false # Only allow players not flying (and not being able to fly via double space tapping) to join the lobby. Creative-Fly-Mode: false # Only allow players that are not currently swimming, burning and falling to join the lobby. Burning, Falling, Immersion: true # Only allow players with full health to join the lobby. Health: false # Only allow players with full foodlevel to join the lobby. FoodLevel: false # Only allow players with no active potion effects to join the lobby. Effects: false # Match related settings. Match: # Damage settings. Damage: # Enable falldamage during matches. Note: In the lobby falldamage (and any other damage) will still be disabled. FallDamage: false # Enable other sorts of damage during matches (burning, drowning, void damage, cactus, explosion, ..) Note: Entity hit and projectile damage are still disabled. Other Damage: true # Being able to hit players to frag them. Allow Melee: true # Damage per melee attack (hitting). Melee Damage: 1 # How often a player has to be hit to be out. Lives: 1 # How often a player respawns. Respawns: 0 # Amount of paintballs each player got at match start. Balls: 50 # Needed players before a match starts. Still each team has to have at least one player. Team random can count for both teams. Minimum players: 2 # How many players can maximum be playing paintball. If you feel you have to change this value, let me know. Maximum players: 1000 # Lobby countdown until the next match starts. Countdown: # The countdowns time in seconds. Time: 20 # The delay in seconds until the countdown starts. Delay: 10 # Countdown at match start until the match finally starts. Countdown Round Start: # The time in seconds. Time: 5 # The round timer. Round Timer: # The default round time. Can be changed per arena though. Time (at least 30): 180 # The time in seconds a player can't be hit after (re-)spawning. Spawn Protection Seconds: 3 # Arena settings. Arena: # The list of disabled arenas. Disabled Arenas: [] # Settings for the different weapons and gadgets. Extras: # Thrown eggs are grenades which explode on contact: Grenade: # Enable Grenades. enabled: true # The time in ticks after which the snowballs which spawn on explosion get removed. Explosion-Time-Radius in Ticks: 60 # Determines the speed of the thrown egg-grenade. Speed multi: 1.5 # The amount of grenades players get on spawning. Amount: 0 # The speed of the paintballs launched by the grenade on explosion. Shrapnel Speed: 2.0 # Thrown slimeball explode after a certain time: Grenade Mark 2: # Enable Grenades Mark 2. enabled: true # The time in ticks after which the snowballs which spawn on explosion get removed. Explosion-Time-Radius in Ticks: 60 # Determines the speed of the thrown slimeball-grenade. Speed multi: 1.5 # The time in seconds until the grenade explodes. Seconds Until Explosion: 2 # The speed of the paintballs launched by the grenade on explosion. Shrapnel Speed: 2.0 # A thrown ghast-tear explodes after a certain time and "flashes" nearby enemies. Flashbang: # Enables Flashbangs. enabled: true # The speed of the thrown ghast-tear. Speed multi: 1.5 # The range in blocks in which enemies will receive the flashbangs effects. Flash Range: 5.5 # Duration of the blindess effect. Blindness Duration in Seconds: 7 # Duration of the confusion effect. Confusion Duration in Seconds: 8 # Duration of the slowness effect. Slowness Duration in Seconds: 2 # The time in seconds until the thrown flashbang explodes. Seconds Until Explosion: 2 # A thrown spider-eye explodes after a certain time and slows down nearby enemies, similiar to the flashbang, but with slightly different effects. Concussion Nade: # Enables Concussion Nades. enabled: true # The speed of the thrown spider-eye. Speed multi: 1.5 # The range in blocks in which enemies will receive the concussion effects. Concussion Range: 7.0 # Duration of the blindess effect. Blindness Duration in Seconds: 0 # Duration of the confusion effect. Confusion Duration in Seconds: 12 # Duration of the slowness effect. Slowness Duration in Seconds: 10 # The time in seconds until the thrown concussion nade explodes. Seconds Until Explosion: 2 # With a stick you can mark the location you would like to bomb via an airstrike delivered by a bomber chicken flying over. Airstrike: # Enable airstrikes. enabled: true # The height at which the bomber chicken will fly over and drop the bombs. Height: 15 # The range the bomber chicken will fly. From the marked location in both directions. Example: The chicken will start flying 30 m before the marked location and keeps flying until 30 m after the marked location. Range (half): 30 # The amount of bombs the bomber chicken shall drop during fly-over. Bombs: 15 # The amount of sticks (airstirkes) players receive on spawning. Amount: 0 # How many airstrike at the same time can maximum be active. Match Limit: 3 # How many airstrikes a player can call at the same time. Player Limit: 1 # A turret is a snowman which spawns when placing a pumpkin and automatically shoots at enemy players. Turret: # Enables turrets. enabled: true # The minimum angle the turret can shoot. angleMin (min -90): -45 # The maximum angle the turret can shoot. angleMax (max 90): 45 # Paintball will pre-calculate a snowballs movement during enable to later be able to fast determine at which angle the turret needs to shoot to hopefully hit the target at a certain distance. # The time in ticks for which the snowballs movement shall be pre-caclulated. calculated ticks: 100 # The distance in x direction for which the pre-caclulated snowballs movement shall be stored. This will limit the turrets range. However, the turrets range is also limited by how far a snowball can fly. calculated range x: 100 # The distance in y direction (up and down) for which the pre-caclulated snowballs movement shall be stored. calculated range y (half): 50 # The number of balls the turrets shoots per salve. shots per salve: 10 # The time in seconds between the salves. cooldown in seconds: 2 # The number of hits a turret can take before dying. lives: 10 # The maximum number of active turrets at the same time during a match. Match Limit: 15 # The maximum number of active turrets at the same time of a player. Player Limit: 3 # Rockets are shot by a redstone repeater. Rocket: # Enables rockets. enabled: true # Determines how fast a rocket flies. Speed Multi: 1.5 # Determines how long a rocket can fly until it explodes. Range in Seconds: 4 # The time in ticks after which the snowballs which spawn on explosion get removed. Explosion-Time-Radius in Ticks: 60 Match Limit: 100 Player Limit: 25 # Mines are placed flower-pots which explode if an enemy comes near or it is shot. Mine: # Enables mines. enabled: true # The mine will explode if an enemy is in this distance. Range: 4.0 # The time in ticks after which the snowballs which spawn on explosion get removed. Explosion-Time-Radius in Ticks: 60 Match Limit: 50 Player Limit: 10 # The shotgun is a glizering melon slice that shoots balls at different horizontal and vertical angles. Shotgun: # Enables the shotgun. enabled: true # The shotgun will shoot at the horizontal (left-right) angles of -10, -5, 0, 5, and 10 with these settings. Set a angle to 0 to disable certain angles. Angle1: 5 Angle2: 10 # The shotgun will shoot 3 vertical (up-down) rows of balls at the horizontal angles from above. The vertical angles of the 3 rows are in this case: -3, 0, and 3. Set this to 0 to disable vertical spray. AngleVertical: 0 # Determines the speed of the snowballs being shot by the shotgun. Speedmulti: 1.3 # The number of snowballs that are needed per shot. Needed Ammo: 5 # The pumpgun is a stone axe that shots balls at random spray. Pumpgun: # Enables the pumpgun. enabled: true # Number of balls that are shot per each shot of the pumpgun. Bullets: 10 # Determines how much the bullets will spray. A higher number means less spray here. Spray (higher number means less spray): 3.5 # Determines the speed of the snowballs being shot by the pumpgun. Speedmulti: 1.3 # The number of snowballs that are needed per shot. Needed Ammo: 10 # The sniper is a carrot on a stick that shoots very fast and by that very precise. Sniper: # Enables the sniper. enabled: true # Determines the speed of the bullets shot by the sniper. To high values (values over 4) can lead to weird looking flying curves of the snowballs. Speedmulti: 4.0 # Whether or not shooting with the sniper shall only be possible while the player is zooming. Disable this will make the sniper even more powerfull as it already is. Only useable if zooming: false # The zoom effect of the sniper is achieved by modifying the players walking speed. Changing the walking speed of a player additional with a speed potion effect will lead to even more weird result like the world turning up-side-down. Remove speed potion effect on zoom: true # Whether or not bullets shall fly straight. No gravity on bullets: false # How long the snipers bullet will be kept flying straight. Do not set this too high. No gravity duration: 3 # A nether fence lets you mark a location at which an orbitalstrike shall be ordered. Orbitalstrike: # Enables the orbitalstrike. enabled: true Match Limit: 3 Player Limit: 1 # In the paintball shop player can by item during matches. Shop: # Enables the paintball shop. enabled: true # The items being sold in the paintball shop. The last number (rank) is optional and defines the minimum needed rank a player needs to be in order to be able to buy a certain item. 0 stands for the lowest rank, 1 for the second rank and so on. Goods (amount-name-id-subid-price-rank): - 10-Balls-332-0-10-0 - 50-Balls-332-0-50-0 - 100-Balls-332-0-100-0 - 1-Grenade Mark 2-341-0-15-1 - 1-Grenade-344-0-20-2 - 1-Concussion Nade-375-0-15-2 - 1-Flashbang-370-0-15-3 - 1-Rocket Launcher-356-0-20-3 - 1-Mine-390-0-10-4 - 1-Pumpgun-275-0-20-4 - 1-Speed-373-16482-20-5 - 1-Shotgun-382-0-20-5 - 1-Airstrike-280-0-80-6 - 1-Orbitalstrike-369-0-80-7 - 1-Turret-86-0-180-8 - 1-Sniper-398-0-80-9 |