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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@kaitox
Wizard skulls will only shoot with the available splash potions they have and then only with a potion type that will actually do something to the mob it is targeting. You mention zombies and witches. However, you do not mention what potions you are giving the skull to work with.
Zombies can only be harmed using specific potion types. This is a minecraft limitation, so for instance a Zombie can only be harmed using a health potion. Also, wizard skulls will only use arrows if the target has very low health else it will continue to use potions. In addition to that, witches are 85% immune to certain splash potions, this makes a wizard skull a bad choice to this type of mob.
In the very next version I release (32b1) there will be a bit of changes to the wizard skull to buff it and make it a better. No date yet on that release as I'm still working out a new feature. So, just fyi.
Few more things, the more powerful the potion, the more effective the wizard skull is going to be. IE use Splash potion of health II instead of Splash Potion of health... Splash potion of harm is less effective then Splash potion of Harm 2 etc.
Last, the skull will only target things it can see, there is a line of sight drawn directly from the front of the skull at about the skulls eye level. In most cases this means it has no more then 200 degree field of view sometimes less, but no less then 180. Any obstruction directly beside the skull can also block the view of a skull.
Thats about all I can think of.
I snagged this up today for a 1.7.2 server using your 0.312 version.
Naturally since I am posting here, I've run into a problem. That problem is that the turrets seem to be very shy about shooting things. I've started by testing them in PvE just to see how powerful they are and I can't get them to consistently shoot the zombies or witches or anything. I've set all monsters as enemies and out of the thirty or so I've tossed in front of it, it's shot maybe three.
I am currently working with the Wizard skull with a small chest, nether fence, then the skull. Inside the chest I have a stack of arrows and right below that a standard bow. About 10 arrows have been consumed during the duration of my efforts.
@arcvvolf
yeah i think im gonna back up the skull turret folder and then remove it so it recreates it and see if all the skulls work again and see where i go from there
@RazorX2014
Nothing that I can think of, there isnt anything in the code that will just delete a skull. The death of a skull would remove the skull entirely, meaning you would have a loud boom and just fence posts left.
If the server was reloaded and the database was not committed to disk somehow I can see how the skulls would stop functioning but then all skulls would most likely not work. Not just a few. Also, that sort of error would not be cause by the plugin but by the server. Nothing I could do there.
I asked a bunch of questions, if you want help, TLDR; is not in your best interest.
So, without any more information to go on, best thing to do is replace the skulls and if it happens again try to reliably reproduce what caused it. If you can do that report back to me and we'll go from there.
@arcvvolf
they were all setup and running for awhile and now there not for some reason, im using the latest dev version does that matter has something changed that might throw the config off
@RazorX2014
Highly unlikely a plugin would be conflicting, most likely a setup issue.
My help for you is based entirely on how much information you give me.
Things like:
Then there are the usual questions:
for some reason the turrets have stopped shooting for me, they did work now they dont can you think of a reason why is there any plugins that would do this?
EDIT: ok it turns out the first two still work but the others dont
@FearFracture4228
No, Ops are considered to have admin permissions and are therefor immune to skullturrets and will never be targeted. Its either Ops or Permissions cant have both.
Permissions info Fourth Bullet Point top of page. Reason being, hasPermissions return true for Ops, and one of the permissions available is skullturret.ignoreme - Will not be targeted by any skull under any circumstance
IS there a way to make the turrets shoot OPs?
Sorry If I over looked actually How to do it, but I have been wondering around these links for hours.
@xXBondc007Xx Yes there are permissions nodes:
Read the change log for info on additional changes. All this info is detailed there and for each release.
@arcvvolf
Well, do the players need any specific permission nodes? It seems to work when I hit to disable it, however, it won't work when any other players try to do it...
@xXBondc007Xx
Pretty simple really, you just shoot the skull or hit the skull with one of the weapon types you have set up in the config. Hit the skull enough and it will disable and eventually die if not repaired.
The only setup you need is to make sure that the config has the following turned on:
All of the relevant settings are explained in the config so you know what each one does.
Can you explain how the skull health works... I don't exactly understand what a player needs to do in order to disable/destroy a skull...
@k3kz0r
What version of skullturret are you using?
Just tested this, In the latest Alpha I can reproduce this, amazing how leaving out a simple " ! " can cause the whole thing to blowup :P Not really sure how I missed this, I'm positive it was working when I posted this version... <sigh>
Anyway, I'll put out a fix in a bit, but curse approvals have been taking at least 4 days so it could be a while before you see it.
-=-
Ok, I've posted the fix, now its up to the approval process. Sorry for the problem, alpha 32a3 should fix this.
Can anyone be so kind to tell me how to tell a skull to attack a Pig?
/skull add enemy PIG /skull add enemy pig /skull add enemy ANIMAL
don't work because of "Not a valid entity type"...
@linusagren
The latest alpha (v32a2) crazed and devious skulls will no longer target NPC's. Otherwise the latest release only master and wizard skulls can be set to target specific mobs.
I have villagers as shopkeepers (using the shopkeepers plugin) and the turrets attack them constantly. Is there anyway to disable certain targets?
Help again. The turrets are only attacking mobs, and just some few turrets like 1, are attacking a player with only 1 arrow. annyoing
@arcvvolf
Oki, thanks
@CatchShadowCS
The Max firing range can only be a maximum of 1.0 which is 100% of the MaxRange. That is explained in the config and on the help pages here. If you want a longer firing range set a higher MaxRange in the config then the firing range will become larger too.