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. :-)
Donate With BitCoin 1NfcRtfUgqmQc3o3wKtN4k6MLKJSAetyHc
Please make it so the darn things wont shoot with out a Chest full of arrow or sum then i mean cum on this is just to op with out a good crutch in it to make it for survival at this time its just an op gard.
@arcvvolf
Oh well. Im still gonna use your plugin since its just so good, Im just gonna have to warn my players about using skullturrets with movecraft will lose their skullturrets
@robotnikthingy
Sorry, movecraft support is simply not going to happen, even a pack up mode. Couple of reasons, chiefly there does not appear to be an API, or if there is it is completely undocumented. Additionally, a cursory look at the source leads me to the conclusion that hooking into movecraft to get the necessary information would be next to impossible. That plugin appears to not be built to provide that sort of data. I would have to hack into it in most unpleasant ways... I see no way of detecting exactly where a skull has moved to when a craft moves. And to add to the headache the block updates for craft movement appear to be asynchronous and skull turrets run on the main thread. There would have to be some kind of synchronization there or it wouldn't even matter if I knew where the skull went because timings would screw up the skull detection and cause the turret to be lost anyway.
<shakes head> Really, this looks like a nightmare to code, if its even possible...
One little last note, minecraft 1.7 deprecated the ID, data values for blocks. They are going bye bye. Movecraft has a whole mess of direct ID calls and data values tests. I suspect that if they update movecraft for 1.7 a significant amount of refactoring will happen. Adding support, if I did... which I am not... would not be prudent anyway. Internally movecraft is going to change and create a huge mess to support if I did hack into it.
Wow, no way man. O_o
@robotnikthingy
Yea, a pack up mode would be useful but I'm not even really sure how I would do that reliably. The calculations and stuff make my brain hurt. LOL O_o
I'll poke around movecraft a little but I will make zero promises on any support. At most a pack up mode is about all I can hope for. IF the movecraft api allows for listening to craft movements. Which I dont know if it does... so.. yea... :)
@arcvvolf
Oh well. Though maybe a pack up mode or something would be useful, so that maybe they could be moved but the skulls would be off while doing so and not be firing or anything.
If not, then i guess I just have to tell my players not to use skulls with movecraft craft
@robotnikthingy
Just two posts down is my answer. This is the exact same question xXBond007Xx asked. I put quite a bit of though into my answer and I can assure you it is the same now as it was just 3 days ago.
Maybe this will help a little.
Wall "O Text warning :)
This is my range field. At the center is a single skull. (Just the colors ignore the other stuff those are pens and stuff for target tests and such) Each of those colored triangles is a direction the skull can face. This is all precalculated at server start. Every skull has one just like this in memory. It is used to determine where the skull should look, where it should check for targets, how far the target is from the skull and if it should shoot at the target. This is for a range of 21. So at least 21 * 21 = 441 blocks would need to be updated for each skull plus all the other little checks and updates for each block of information. There is a bunch of other stuff happening in the background for those calculations I wont get into. And that's If, that is, each skull was not set to some custom amount. And that would need to be done every time the skull moved. Also, I would need to keep track of where the skull was and where the skull is currently. That would need to be updated as well. Also, what about citizens support, or factions. If a skull moves into another town, or area. I have to calculate the skulls life span and potentially blow it up. Just a ton of little calculations. This ranging information makes finding a target very simple, I just ask for targets around the skull in a area and then ask each target for its locational data. A hash lookup later and I have a valid target or not. Quick and painless. The alternative is a bunch more math calculations. I dont think that would be a good thing because me and math dont like eachother. :p
Is it possible you can add movecraft support for this plugin? Because right now if you try to use it with movecraft, the skull turrets just turn into regular skull heads when moving
Maybe you can do something similar to cannons, where a sign is placed on the skull turret and its stores the location info and stuff of the skull turret on the sign
Aww, ok :(
@xXBondc007Xx
Yea, sounds cool, but there is just no way that will ever happen. The ranging for the skulls is precalculated at server start to prevent lag on the server. The skulls would have to recalculate their ranging data every time the skull was moved. Über lag! lol. Not to mention event listening... timing issues... etc. UHG!
Nope, sorry. ;D
It would be amazing to add MoveCraft support... Just imagine a Flying helicopter with 2 auto turrets moving along with it...
@Jarrett78
There already is an instruction manual, read it here on the project page. Also, there is no point in a faq because there are no frequently asked questions. So that page would be rather empty. Most if not all questions can be answered by simply reading the help pages provided here.
"Sorry you can't place a skull here." Means Skull Turrents must be placed on either a nether fence post or a wood fence post. Have a look at the help pages to answer you and your users questions.
Usage Help - Crafting Info - Command Info - additional help pages are available above.
Quick suggestions, add an in-game instruction manual. And maybe a FAQ? I don't know what this means "Sorry you can't place a skull here."
@mert2511
Yes, you can make skulls target players. Simply follow the instructions in the Usage Help Page and use the targeting commands described in the Commands Info page.
Note:
Only master and wizard skulls can target players.
can you make it so it shoots players automatically insight as well?
@arcvvolf
Hi thanks for the speedy reply :)
I have followed the crafting guide to make sure they're in the right order and still not getting an output from the recipe. I don't get any error messages either.
Maybe it just wasn't meant to be for me, haha.
Thanks again :)
EDIT: Time to look a fool but put any doubt to rest in your mind... So i was trying to craft a Master Skull Turret using a Master Skull i had given to myself. Not realising that the Master Skull is the Turret >.>
Works great too, thanks :)
@joshwhite89
No idea, I cant reproduce that issue for op or permissions granted. The crafting code hasnt changed since alpha 18 so its highly unlikely a bug or everyone would've been posting with this error and for a long time... Sounds like you have some kind of conflict on your end or you are not placing the items in the crafting grid in the right order. Follow The Guide exactly and it should work.
If it says, Sorry you dont have permissions to create <itemName> then is permissions related. If no error, its an issue with your server. Maybe another plugin is canceling the craft event? Maybe another plugin is changing the item data values? No telling... Thats about all I can think of at the moment. Of note, the above issues are outside what I can help with.
Hi arcvvolf
Im having trouble making the turrets craft, I've entered in a master skull along with the required ingredients to the crafting bench and it doesn't create the turret. I've been racking my brain for hours now. Any help? I am an OP also.
Thanks
@arcvvolf
Well thats unfortunate :/ , guess we'll have to wait to see if anything happens with that in the future
@robotnikthingy
Unlikely, the api for crackshot "as I see it" does not provide for those hooks necessary to fire weapons. API wikidoc Couldnt find a javadoc and thats a huge issue for me. Seems pretty spartan when it comes to api's. But then you know that right
Also, its in beta and I would prefer to only hook into plugins that have a release. Stability is key and I dont want to have to constantly make maintenance releases for a optional dependency that is in flux. If those issue above change in the future hit me up again and I will look into it. No promises though.
Is it possible that you could use the crackshot API so that skulls can use crackshot weapons put in chests? or use them if defined in the config?