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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Posted Jul 10, 2014@Shadownar
If its the alpha then its most likely a bug... Just in the past few seconds I've already spotted a few places where I was casting from living entity to Player and testing for the name... oops. Guess its kind of easy for find/replace to miss when you are looking for player.getName but its ((Player)LivingEntity).getName(); ... sigh the next alpha will fix it.
If its not the alpha you are talking about I'll have to investigate it.
(edit) Ok, believe I found the issue, its going to be a backport bug fix too. So, the next alpha and v.312 will also have the fix.
(edit2) Fix is in v.312 and uploaded to curse for approval.
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Posted Jul 10, 2014Can't seem to get it to target players, a bug or?
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Posted Jun 23, 2014@serpental
Hmm, interesting, crazed and devious skulls use the exact same conditionals. So if a crazed does it a devious would too... if it where a bug that is. Not sure what would be causing it, without some way to reproduce it every time; I cant offer much help on that one, none of my tests have ever resulted in the situation described.
As far as master skulls go, there could be a few reasons for it not targeting an "enemy player" If the player was an admin it wont target, if the player is disguised it wont target, if there is something else more important to target it wont target a player. If a player is on the same faction or in the same towny town If I remember right it also wont target. I think there are a few more but I dont recall them off hand. I'd have to dig into the targeting code to make sure. Suffice to say that if its not targeting a player its most likely because the player you think is an enemy is not a valid target for the skull. Simply because of a condition failing to be met.
To help more I need to know more about your setup. Like what your config looks like, what targets you have assigned to the skull in question and if you are using any other plugins like vanish, disguisecraft, factions or towny. Also, you say "an" enemy player. I assume you mean just one specific player or just to be clear is this with all players?
Thats about all I can think of off hand.
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Posted Jun 23, 2014@arcvvolf
It has stopped and yes if i broke and replace it it stopped also only with crazed skulls. But my master skull wont attack an enemy player
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Posted Jun 23, 2014@serpental
That is strange, it must be seeing an enemy somewhere nearby. Not sure why it would keep firing though. There are specific conditional checks to make sure that if it misses it will pick a new target. Unless that is the only target around.
Few questions: What happens if you remove and replace the skull? Does this happen to all crazed skulls anywhere or just this one? What happens if you put another crazed skull right next to the misbehaving skull? What happens if you use a devious skull? Or a master / wizard skull? You might be able to narrow the issue down to a specific mob if you assign targets to the master/wizard skull one at a time. It could be that there is a mob just under a block or right nearby but not easily visible to you that is triggering the skull to fire.
Other then those questions/tips I cant think of any reason a skull would continue to attack the same spot. Its never came up in any of my testing.
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Posted Jun 23, 2014my crazed skull just keeps firing in the same direction? Even when there are other mobs around
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Posted Jun 22, 2014very good
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Posted Jun 16, 2014@Kona_puppy
Added to the TODO list. Thank you for the suggestion.
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Posted Jun 16, 2014-
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Posted Jun 14, 2014@PhyreStormAZ
Not in the current version, but its been requested a couple times. Still havent worked out how I would go about doing it, but its on my todo list for future updates.
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Posted Jun 14, 2014Is there a way to give the SkullTurrets HP some how? Allowing players to shoot at the turret to destroy it? For example with arrows etc...
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Posted Jun 7, 2014@BuddGaming
Thank you, I'm happy you are enjoying my work :)
If the 3rd and 4th tier skulls are not shooting at things my first question is to ask if you have assigned targets to the skulls. Only Crazed and Devious (1st / 2nd) tier skulls target things automagically. Master and Wizard skulls must have targets assigned via commands. Help can be found here Info and command info here Command info
Feel free to ask if you are still having trouble.
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Posted Jun 7, 2014Whats With The 3rd & 4th tier they dont work the just spawn fire particles like in a mob spawner.... But the 1st & 2nd tier work great i love this plugin!!!! :D
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Posted Jun 7, 2014Whats With The 3rd & wth tier they dont work the just spawn fire particles like in a mob spawner.... But the 1st & 2nd tier work great i love this plugin!!!! :D
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Posted Jun 3, 2014@arcvvolf
Yeah, unfortunately it seems that the bug is back :/
edit: nevermind, now its working
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Posted Jun 2, 2014@robotnikthingy
No, there was a bug in bukkit that caused this to happen when the skull was updated. I reported it here Ticket 5605 and it was fixed here CraftBukkit 3078 If you are using the latest Craftbukkit and this is happening again there may be a regression. I have yet to test the latest so I dont know, but as of CraftBukkit 3080 it is working correctly for me.
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Posted Jun 2, 2014Are skull turrets supposed to look like player heads? Ever since the UUID update all the skull turret skulls now look like player heads
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Posted Jun 1, 2014Could you please add a way to control the turrets yourself, if possible? Thanks!
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Posted May 31, 2014Hello , a cool suggestion is if their was a way to destroy the turrets such as with a bow for the players being show to some way to "stun" them.
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Posted May 24, 2014/edit/
Bug fix version is pending approval.