Skull Turret
Skull Turrets - creepy skulls at your command:
This plugin allows players to craft and place skulls that can automatically target and attack mobs or players with arrows. Each skull level is crafted from the previous skull level using ingredients that become more difficult to obtain with each crafting level. Great for perimeter defense of your Minecraft fort.
Features:
- v0.4 Supports localization
- Supports UUID
- Auto Targeting and firing (Configurable)
- Skulls can use ammo chests (Configurable)
- Skulls have health and can be damaged with weapons (Configurable)
- Skulls can use fire enchanted bows from ammo chests to fire flame arrows (Configurable)
- Skulls can be set to use custom skins based on username
- Skulls can be configured to turn off or on with Redstone signals
- Skulls Rotate to target (Configurable)
- Skulls rotate to patrol visible area and can target based on visibility, mob type, distance, health and armor
- 6 craftable types of skulls, Crazed, Devious, Master, Wizard and two temporary skulls types (Devious & Master). Each having varied levels of intelligence for targeting and firing abilities.
- Customizable crafting recipes
- Smartest skull types will attempt to avoid friendly fire
- Custom Bow item to set priority targets for skulls to attack
- Many different config options, including per player settings
- Supports permission node based Group limits (Special thanks to SXRWahrheit)
- Ability to set defaults for newly created skullturrets
- Only uses Bukkit API and so should not break every update.
- Optionally supports Factions 2.7
- Optionally supports Towny 0.88
- Optionally supports DisguiseCraft 4.9
- Optionally supports Vanish No Packet
- Optionally supports Vault Economies
Players | Admins | Misc |
---|---|---|
Usage Help | Permissions | Skin Ideas |
Crafting Info | Config Info | Change Log |
Commands | Per Player Config | Example Language File |
Group Config | ||
Recipe Config | ||
Entities Config |
If you find a bug, please feel free to post a ticket.
This plugin in now considered feature complete, no further features will be added.
if you like this plugin and want to support me. Its much appreciated. :-)
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Taking factions out fixed it..
Though players have always been able to place turrets they have never been able to be hit by turrets and they have not been able to break other peoples turrets.
Still, factions is out. A minor sadness but in the end factions was not seeing much use anyway. The loss is minor.
Using factions support seems to trigger the "Sorry, you cannot place a skull here" when I'm not placing a skull anywhere, even when using /f admin and placing things like jukeboxes or torches in a safezone claim... Perhaps you aren't first checking if the player is attempting to place a skull on top of a fence post first?
Same as ticket #12
Also, an API would be nice so we could integrate other team-based plugins.
@kaitox
The config you've provided has factions support and towny support turned off. None of the settings for factions or towny will be in effect until that setting is enabled.
towny_support: true
or
factions_support: true
Also, you didnt mention if you assigned players as targets for the skulls. Although, I see you are forcing crazed / devious to target players. I'm not sure what effect the targeting for factions or towny has on skulls set to target players like that. I've never specifically tested for that. It might work, I'd need to dig into the code and check.
[rambling thought]
Now that I think about it, something isnt making since. How can the skulls target mobs but not players if factions and towny are off and crazed / devious are set to force target players. The targeting code either works or doesn't work. Its not selective like that even if there was an error.
In that configuration If it doesnt target players it shouldn't target mobs. The targets are filtering through the same piece of code. Crazed and devious skulls should be targeting anything that isnt the owner no exceptions. So...Ok.... I'm confused... O_o I mean I'm pretty sure that kind of problem would only be caused by like a spigot api change or something. In which case you should see console log spam. Hmmmmm........
[/rambling thought]
Well, other then that, I dont see anything in the config out of order. I guess you can try deleting the config and regenerating it to be safe if you want. Your call. Also, give it a shot without factions... or towny. Just choose one and test. It's best to get it working with one before you test with both.
Twas not a brilliant move.
My towny version is 0.89.0.0 My factions is 2.8
http://pastebin.com/EYa1hvTD the most recent config
I did a lot of flipping and flopping of tons of settings but this is the most recent one tried.
If I get no feedback from you come morning that says otherwise, I shall remove factions and see if that fixes it.
@kaitox
You spent a week planning and didnt do a dry run to test things out... Ok, anyway, if the turrets are shooting mobs then the skulls are targeting correctly. I need more information:
Did you add /skull add enemy PLAYER to the skulls so they will target players?
What does the skullturret config look like, specifically the factions and/or towny sections?
Was there an error in the log?
What version of towny and factions are you using?
What version of spigot are you using?
Also, I've never tested this plugin with both towny and factions on the same server. I have no idea what that would do and as such I dont support that configuration.
If everything is setup as it should be (Config correct, targets correctly assigned to skulls). Its possible that either there is a unexpected target problem when using towny and factions together (Target conflict). Or towny and/or factions has changed their API (should be log error spam). Sounds to me like it might be the affiliation of a player is being miss-reported to the plugin or not reported at all. This plugin supports Factions 2.7 and Towny 0.88. Skullturret 0.4 was built and tested for those versions. I would doubt that newer versions of those plugins will work without issue. Third party API's are a moving target so who knows...
Shit don't work.
No seriously, I spent a week planning an event for today that would have these turrets guarding a castle the players were meant to try and raid. Config is all set up in a way that makes sense. Tested the turrets on creatures a plenty. Players go to attack the castle and the only resistance they meet is a couple zombies and a skeleton that accidentally wandered in. What should have been an event of a couple hours was over in 3 minutes.
After the flop I got a couple players together to help me figure it out. I turned the towny settings on with maximum aggressiveness, no go. Faction settings on with maximum aggressiveness, no go. I set up one each of all four turrets and put a stack of every ammo type into every chest, no go. I tried hitting players with skull bows, no go. I de-opped myself, no go. I knocked myself from owner down to player, no go.
I have them shooting at mobs just fine but they pretend players don't exist.
Advice?
Small change request:
Is there any way to make so that it is configurable as to what type of block skulls can be placed on (other than fence posts)?
The reason for this are three-fold:
1. It would just be nice in general to have some more versatility to place them on things like iron bars, etc. 2. If someone doesn't have the Nether, then one cannot get Nether Brick fences. 3. More broadly, Cauldon-users cannot place skulls (of any kind) on fence due to a bug with Forge.
@stormtrooper28
I've never said I was done updating it. I have however, said I was done adding new features for now. The source for this plugin will remain private, sorry.
@arcvvolf
If you're done updating the plugin for bukkit, why not let the source go?
Bonjour,
Y aurait-il une âme charitable qui aurait déjà fait la traduction Française et serait à même de la partager ?
D'avance merci
kervinou[_at_]madincraft__fr
@Gitany
No, as far as I can tell that wouldnt be possible without a hook into NMS and this plugin is bukkit api only. Spigot also hasnt implemented anything there either from what I see (although it has been mentioned).
Also, I'm pretty much done adding new features to this plugin. Bukkit has been dead now for a year and based on my download count there isnt much point in making feature additions. I've already started poking around in Sponge and at some point when that API matures I will attempt to move this over to sponge. Then we will see about adding new features. Sorry...
Hi! Would it be possible to make it so that skullturrets could shoot Guardian-Laser? :) I myself are thinking of having such skulls defending a spawnpoint area similar to how turrets in league of legends work, just a cool idea :) The acutal way of implementing it in a survival friendly manner i dont yet know though :P
Oh, fine! =D I think i'll change i lil' bit the recipe, still too easy to craft imo. Thanks for fast answer!
@Ordrox
Working as intended, dont think of the potions as if they are potions think of them as spells. Its a wizard skull, it casts spells, the potions are simply the spells it knows. So, no, they will never be consumed. This is offset by the fact that the wizard skull is the hardest skull to get. The default ingredients setup should make it very difficult to get in large quantities.
Hi! Awesome plugin, works pretty well but when the ammo chest is activated, the wizard skull throws the splashs potions but they won't be consumed from the chest, making them "infinite" by using only one potion.
how can i make so turrets dont atack one kind of mob ...? (pigzombie) because i use faction mobs and turrets start attaking frendly mobs like hell. and ... having problems placing blocks in wild if i set skull turret in wild off...
Please make support for Kingdoms! :)
Any chance of SimpleClans and/or preciousstones support in the future?
Is it possible to destroy a skull without having permission to place one? ie give a player the permission as follows - skullturret.attack
but not the permission -skullturret.use
Ive tried this doesnt seem to work, anyone know another way to let all players destroy them but only some players place them?
very good job :)