Mortar
Description
Mortar introduces, like the name already tells you, mortars into Minecraft.
Features
- Enables players to use an item specified in the config to shoot mortars.
- Power of the mortar can be set in the config.
- Costs for shots can be set
- payment via resources
- economy-support (requires Vault)
IMPORTANT
- Please use the plugin carefully and limit the power using the config. I hardcoded a maximum power of 10, but even this power can easily crash your server as soon as there are too many players using mortars at the same time.
- When updating, please delete the "Mortar"-folder in your server's plugins-folder because Mortar does not update the config. If there are new lines in the config, Mortar will not be able to use them which will result in Mortar not working as it should.
Media
Mortar 1.3 (Mortar worked like this until version 1.6.2)
Commands and Permission-Nodes
FAQs
ToDo-List
- Add different types of mortars (explosive, fire, smoke?, ...)
- Add possibility to set a region and limit the use of mortars to it.
- Add possibility to set different MaxPowers for different Permissions-Groups.
Requests
If there is anything you would like me to add, simply ask for it.
Known Bugs
I hope there are no bugs. If you find one, please report it here.
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Posted Dec 8, 2016Version still working with CB 1.11. :)
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Posted Apr 5, 2016@ROKA611
Version 1.7.2 works perfectly with craftbukkit 1.8 and 1.9. :)
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Posted Apr 4, 2016no update to 1.8+ ver?
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Posted Apr 2, 2014Still working perfectly, no need for an update. :) Still waiting for more feature requests. :)
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Posted Sep 4, 2013Only to make it clear, this plugin still works perfectly for Bukkit 1.6.2, there is no need for a newer version. :)
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Posted May 16, 2013@sirnixalot98
Due to the fact that the recode of DragonTravel takes up my free time, this will have to wait for a while... -.-
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Posted Mar 30, 2013Okey dokey ^_^ thanks for looking into it!
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Posted Mar 30, 2013@sirnixalot98
I will think about it, but it still sounds too op to me.
The problem with mods and plugins is that you can't really compare them. Mods can easily change everything you see, every animation etc. and plugins can't, but I will see what I can do.
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Posted Mar 28, 2013I mean like a cluster shot, not TOO op, maybe just three - four times the base power for explosive. I think that if you look at the Explosives+ MOD, they have a nice smoke grenade that I think if you could get to work with the mortar somehow would look amazing!
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Posted Mar 28, 2013@sirnixalot98
I thought about many particles in the air, but I actually don't how good that would work.
I don't really get the second question, do you mean a mortar which drops four other explosives when exploding? This would be far too powerful, wouldn't it?
I'm actually not really sure about that, but I thought I could either use a commamd to toggle the type or different rods... :)
You activate the item-cost by simply enabling the payment in the config and setting a cost.
Do you have a problem there?
Set the following config-options:
EDIT:
PayForShots: true
UseItems: true
UseEconomy: false
Item: 266
Amount: 1
Last two points can be set like you prefer ;)
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Posted Mar 28, 2013Almost forgot, how would I implement an item cost?
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Posted Mar 28, 2013And also I like the smoke one too, would that create lots of blaze particles, or give players in the are a blindness effect? And explosive, would this be more powerful thank the base? Like maybe after it impacts it shoots 4-8 TNT out. Final question, would players use the default mortar item to shoot all of the types, or would there be different types? Stick, blaze rod,something else rid looking in game
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Posted Mar 28, 2013@sirnixalot98
I like the idea, I think I will take a look at this. :)
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Posted Mar 27, 2013Is there an option to have it damage mobs but not blocks? I'd like to use this on a faction server without having it be TOO OverPowered. Though this does allow it easier access to underground bases
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Posted Mar 25, 2013Update to v1.7.2 for CB 1.5.1-R0.1
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Posted Dec 27, 2012Update to v1.7, complete recode! Mortars now work like real mortars.
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Posted Dec 20, 2012@Nolig I already read your comments when you posted them, but I didn't have the time to work on mortar until now. I completely recoded the plugin today, so now both problems are solved:
@nkomosim I changed the wayMortar works, the mortars now behave like real mortars, at least quite near to how real mortars work. ;)
@Nolig This problem doesn't matter anymore because I do not use eggs anymore. ;)
I will release the new version soon, I only need to do some "cosmetic" changes. ;)
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Posted Aug 15, 2012Honestly this plugins name is deceiving. A mortar is something that shoots up into the sky directed at a defined target. That term is different from this plugin because you should hold something and shoot out a customizable fireball basically. I would recommend re-doing this plugin, and maybe adding features like, you must create your own
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Posted May 5, 2012@Phiwa
Maybe you could just use the method egg.getNearbyEntities(Integer, Integer, Integer).. and remove the chicken like that:
private Entity getNearbyEntity(Entity entity, int radius) { Entity mayEntity = entity.getNearbyEntities(radius, radius, radius) I would set the default radius to 1.. for (Entity mayChicken : mayEntity) if (mayChicken instanceof Chicken) { return mayChicken; } When there isn't a chicken, it just return null. return null; }
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Posted Apr 13, 2012@PotatoPants
I wanted to do that in the beginning, but I discovered a problem:
There is an event which I use to call the explosion, but this event only works for "eggs with the chance to hatch".
If I no set the egg as a non-hatchable egg, this event doesn't occur and the explosion isn't triggered.
I hope you got that, if not, simply ignore my comment... ;)
I will try to change that later, but in my opinion one can live with that. ;)