TeslaCoil
TeslaCoil - Tesla Coil mob control:
Version: v2.6.5
Usage: the player must construct a tower of no less than 3 iron(configurable) blocks, and connect this directly to a redstone current. While the current is active, targetted mobs and players within a configurable radius, above or below ground, will be fried. The towers ping every second by default, so mobs chasing you will quickly regret it :p Feedback/constructive criticism is welcome.
Features:
- Tower of 3> configurable blocks will continually zap mobs in a proportionate radius
- Lightning striking mobs on sand turns the sand into glass
- Configuration for radius, vertical radius, sand-to-glass, toggleable targets, and ping time
- Sign-based mob filtering, and player targeting.
- Option to hit all mobs but those specified.
- To avoid being hit as a targeted player, pumpkin helmets have been added as a safe item.
- Command /teslareload allows ops to reload config without reloading all plugins.
- Only users with the permission 'teslacoil.use' can activate coils, and 'teslacoil.reload' for the config.
- Users can be limited with 'teslacoil.limit.#' as well as 'teslacoil.use.mobs' and 'teslacoil.use.players'. shoutout to Chaznuts thanks buddy!
- Towers may have a general cap set, or be limited per group/user.
- Can warn users if they are approaching dangerously close to a coil.
- The towers can be built to shoot fireballs, wither skulls, or simply ignite targets.
- Towers can construct an iron-fence shell.
Configuration:
Permission:
teslacoil.use | Activate coils teslacoil.use.mobs | Ability to target mobs teslacoil.use.players | Ability to target players teslacoil.reload | Use /teslarelaod teslacoil.nolimit | Bypass coil restriction teslacoil.limit.# | # is the number of coils that should be restricted per user/group
Configuration Properties
coillimit: 3 #How many coils users without teslacoil.nolimit can activate, max sandtoglass: true #If false, sand will not turn into glass if a mob is standing on it vradius: 2 #Sets veritcal radius to scan for mobs setping: 1 #Sets seconds the towers wait to ping the area around them blocktype: 42 #Type of block for tower teslaradius: 8 #Can be 0(based on tower height) or a number to set a constant radius. deathblocktype: 49 #Type of block that should be present at the top of the tower for wither mode. radiusmultiplier: 1 #Used only if teslaradius is 0; for each block, the radius is this much bigger. safelightning: false #Safe lightning will only hit the target and not cause splash-damage. fireblocktype: 89 #Type of block that should be present at the top of the tower for fireball mode. buildcage: false #When a normal (not fire-type) coil is enabled, constructs an iron-fence cage around it. warnthreshold: 10 #Can be 0(deactivated) or a number to designate, from the coil's usual effect radius, at what point an approaching player is warned. igniteblocktype: 20 #Type of block that should be present at the top of the tower for ignite mode. damage: 0 #Can be 0(no additional damage) or a number indicating how much additional damage will be applied to targets.
Signs:
Signs may be placed anywhere on the coil, above the block the power is running in through.
To Filter Players:
Same idea as below, place a sign on any side of the block above where the power is input, with the first line being [players] and the subsequent lines containing a player name per line. You can have as many of these signs as there are places on the coil to put them.
To Filter Mobs:
Place a sign above the block where the power is input (doesn't matter which direction it faces), where the first line is [mobs] and the second line contains a list of all mobs that should be targeted by the coil. Alternatively, by including 'ex' on the top of any sign (like [players]ex) will put the coil in Exclusion mode, avoided the specified mobs and hitting all others. The characters are as follows:
c - Creeper s - Spider k - Skeleton z - Zombie h - Chicken o - Cow e - Sheep w - Angry wolf p - Cave Spider b - Blaze m - Magma Cube v - Villager d - Ender Dragon i - Pig Zombie n - Enderman q - Ocelot r - Wither t - Witch l - Slime
I am also receiving the error and it strangely seems to be happening right after i God mode deleted one of my tesla towers (i owned it). Now i receive the error. Gonna try reloading tesla and let it generate a new config and see what happens
edit: i recreated the problem. It occurs whenever you delete a tesla coil
edit: it also does not reset when you delete the coils.yml
Hey i get this in my that "DosBox" window as an error on server start:
18:12:19 [SCHWERWIEGEND] Error occurred while enabling TeslaCoil v2.5.5 (Is it up to date?)
java.lang.NullPointerException
at net.louderthanthunder.darklust.TeslaCoil.PingRunner.<init>(PingRunner.java:42)
at net.louderthanthunder.darklust.TeslaCoil.TeslaCoil.onEnable(TeslaCoil.java:73)
at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:215)
at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:336)
at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:363)
at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:250)
at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:232)
at net.minecraft.server.MinecraftServer.t(MinecraftServer.java:374)
at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:361)
at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:187)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:425)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:490)
and in Pail when a user connects oder EVERYTIME a User moves. id doesn't matter if he is in reach ov the Coil or not.
[SEVERE] Could not pass event PlayerMoveEvent to TeslaCoil
i am not sure if that error always happend. it is the server of my brother and his log-data is about 1.15 GB large. so i can't open it with notepad++.
i just craftbukkit build 2071 and download now the 2098 build. to see if this still happens. but i doupt it, so please tell me what to do.
against players - eg
[players]ex
xphoenixxx
I find that it only works if a player is standing in the detection radius when you turn it on, otherwise I just get a pile of console errors, and players can come and go with immunity.
Vs mobs all works fine.
Any thoughts?
(actually today i noticed it was going off in the distance but no players were there, once i walked closer it stopped.. wierd)
-- Edit -- Updated to latest - now I get nothing but this:
Caused by: java.lang.NullPointerException
2012-04-11 16:17:20 [SEVERE] Could not pass event PlayerMoveEvent to TeslaCoil
org.bukkit.event.EventException
at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:303)
at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62)
at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:459)
at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:209)
at net.minecraft.server.Packet10Flying.handle(SourceFile:126)
at net.minecraft.server.NetworkManager.b(NetworkManager.java:229)
at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:113)
at net.minecraft.server.NetworkListenThread.a(NetworkListenThread.java:78)
at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:551)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:449)
at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)
Caused by: java.lang.NullPointerException
2012-04-11 16:17:20 [INFO] CONSOLE: Stopping the server..
:o(
This is really good...
If only it was speedier and lighter on the server..
Is there anyway to consider using arrows or lighting that will not set your entire house on fire?
@Nire_Inicana
Yes that is true but as of now you cant make them strike pigs without using the ex system, and even if they turn into pig-zombies you can have it strike pig-zombies as well.
I second the motion for group support on signs, also second the motion to setoff the lightning on the tower strike then a hare second later the mob/player for a nice effect, Also I would love to see the TNT explode FX on the tower and player/mob for a more flashy death effect, not much of a Tesla coil, but yours shoots fireballs. I personally have not tested this, but do the fireballs ignore damage blocks in protected region against ghast fireballs??
It would be interesting to see it strike someone if they LEAVE and area... like a death collar. Running 1.2.3 R0.2
@Darklusst
Well for instance, I have a city. In which some buildings stretch to over 220 high. If i build a tesla coil on top of it, it will activate, and it will activate with signs either to filter of exclude.
However it will not fire. Not at mobs at a similar altutude (5 blocks vertical), or any mobs withins its vertical range. (Tower runs through the spine of entire building, making it around 250 high)
Tesla coils at lower altitudes work fine, and some of them are no more then 50 blocks away. (x)
@Darklusst
Yes the latest bukkit version and your latest version TeslaCoil v2.5.5 for CB 1.2.3-R0.1
This plugin works for a little while.. no issues. Once my users start to create about 3 tesla coils each and I /reload the server it breaks and floods the command prompt with errors. When I force stop / restart the server.. it is still broken and I need to manually delete all the in game created coils from the config.
This also just happens if I stop/restart server.
@elitefroggy
It would probably make them into pig zombies
what about pigs?
@TaylorMicha
I don't see how that could be an issue, unless lightning doesn't happen above 128...
So far its all good, apart from one small thing (it may just be my mistake) but I seem to have a small problem getting the coils to fire at the new height limit, (above the old one, 128)
Any higher than 128 and they don't seem to fire.
Something I'm missing?
@DonDav1
The newest version is 2.5.5
@awesomebilly
Are you running the newest version?
This plugin is now compiled for 1.2.3-R0.1, so if you are using a version below that I cannot say it will run error-free.
having problems:
@Darklusst Hi, i got a really strange error with Teslacoil 2.5.4 on craftbukkit 1.23-R0.1 yesterday. I testet the plugin and it seems working on 1.2.3. It runs for about one or two days on my server and shoots many mobs with the fireball at night. Then yesterday when i go near to the coil, i see some fireballs blinking at air and over the coil. Also there was a terrible lag as soon i get in that area. Picture. I removed the teslacoil-plugin, but the fireballs stayed there. So i downloaded the world and saw in with mcedit. In mcedit i saw there are 639 Fireball-Entities just two or three air-blocks over the coil. i removed them all and now my server runs again. I´m not sure if this is fixed in 2.5.5 or if it was the fault of another plugin. Have you ever heard this bug? Sorry for bad english, its not my native language...
Hi, The plugin works ... for about 5 minutes. Once 2 or 3 people make a coil it stops working. When I restart the server it crashes really bad.... I've had this happen everytime so far.
Latest Bukkit dev Latest Tesla coil.
This plugin rocks though.. hope I can get it running.
I wonder if there is a version of this mod for single player
How about just use group support..use [everyone] instead of a playername to attack everyone (or just a group/faction in particular) safest and probably arguably most epic way to make it work. Does need a "don't attack maker" or similar option then - (by group i mean hook into the permissions plugin they may use - eg [Default], except for "[everyone]" which would be a special catch all case) Video seems to suggest it does this already but don't see an everyone option?
Just thinking - how about fire off a "fake" lighting targeting the top most block of the coil half a second before the actual real strike on the mob? Then visually the illusion would be that the lighting came out the tower then struck the ground.
Also minor observation - appears we need a no fire on strike option - i have fire spread disabled in my server - and now i have a bunch of forever burning fire that not even rain puts out around the tower.. visually fits in where i built it, but other places might look odd. I can probably work around it by turning off the lightning fire option in physics in essentials or worldguard.. but we had it on for other reasons.
... actually another thought - if you add the earlier request for higher damage multipliers.. you could set the ping speed slower.. in that case you could hook into the noteblock sound api theoretically - and make it play an increasing tone sound prior to each strike... (ever play early command and conquer series? :P ) Not sure how easy that is however.
PS ... Epic!
PPS ... This plugin still working as of R6 1.2.3 RIGHT NOW.
@PAL18
I second this, due to the increased health of some mobs on my server, it can make the towers kind of pitiful protecting the spawn area.
@Yandols
This too, maybe something simpler for easy construction without the need for prefixing on signs, like just [mobs] zaps any/all hostile mobs, or [player] with the name of the person who built it under it zaps any players except the one who built it, or maybe an option keep the prefixes for people who want to make towers more specific, or not and to use it as described above? :)
Can you add the ability to modify the damage of the lightning? It would be great if it could one hit kill mobs if we so desire.