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Fields
Fields are blocks that project a force field outwards onto their surroundings. They can have various different properties which can be added with field flags. The field's radius extends the from the cube itself outwards. So for a radius of 3 the resulting force field would measure 7x7x7. You can optionally add a custom height to override the height calculated from the radius to whatever height you choose.
After placing one of the field blocks you can modify the field to fit your exact needs. You can change the radius of your field by painting at it and using /ps setradius
and the velocity for cannon and launcher fields with /ps setvelocity
. You can only specify values smaller than the default.
Fields are by default conflict fields. Meaning that if you have, for instance, a city protect field in place another person would not be able to place a field that overlaps and conflicts with yours. This is in place to prevent conflicts of interests. Fields with the no-conflict flag will be able to overlap other people's fields, and cause no conflicts. They also will not shotection field nearby that overlaps it and benefits form the Air of Atlantis field already in place. From the default fields that come with pstones the Jack-o-Death, Glow of Live, Air of Atlantis, and Proximity Snitch are set as no-conflict fields.
You can allow people into your fields using the allow, allowall, remove, and removeall commands. Allowall and removeall allow or remove the players into all of your fields. While the allow and remove command only work for the fields you are either pointing at or standing in. If your fields are overlapped, then standing in one will allow/remove players from all overlapped fields.
Here is an example of what you can allow:
/ps allow [player] # adds player
/ps allow c:[tag] # adds clan
/ps allow g:[group] # adds group
/ps allow * # adds everyone
So for example you set up a launcher field and want to allow some people to use it I can do this:
ps allow c:toads g:admins rabbleroost willhicks
Right clicking on any one of your fields with one of the tools configured in the tool-items list in the config.yml will show you specific information for that field. Right clicking on fields that don't belong to you will only tell you who the owner of the field is. You can configure for all fields to display the full info by toggling the public-block-details
to true. Right clicking on a block in the ground with one of the tool-items will tell you if the block is protected or not.
You can visualize what one of your fields looks like by standing inside of it and typing /ps visualize
, this will surround the field with glass blocks (placed inside of the field). This visualization is sent to the player's client directly and is not visible by any other player or the server, it is not really there - once you move it disappears. This will help you visually see what is being protected.
Any block with the snitch flag will create a field which will keep a record of player's activities within the field. It will keep a record of their entry, any block breaks and placements, and any block usage inside the field. You can see this list by right-clicking on the block or typing /ps snitch. You can clear the list at any time by issuing the command /ps snitch clear.
This will allow your users to place a block and instantly create an entire forest of trees and grass around it. The block must be placed on a fertile block to activate. The types of blocks that are considered fertile can be specified with the the fertile-blocks
flag, these blocks will be terraformed into grass where plant-life can grow. Once the forester has accomplished its task, the activator block itself will turn into a tree. The amount of trees that have the potential to grow can be configurable with the tree-count
flag, you can choose what kind of trees to grow with the tree-types
flag, and what kind of shubs to grow with the shrub-types
flag. The amount of time it will take to grow the whole forest can be set with the grow-time
flag.
Grief revert fields are just what they sound like. They are personal LogBlock/BigBrother fields. They will let you roll back any grief that was done within the field. These fields will record all block breaks by players who are not allowed into the field and all block breaks from explosions in the database. The blocks that are broken and recorded will not drop, they will just disappear. There are two modes to these blocks -- you can roll grief back on command when right clicking on them or you can have them roll back in an interval. The interval can be defined by using the /ps setinterval
command. You can define a list of blocks that you don't want to be revertible and will be stealable (drop when broken) with the grief-undo.black-list
.
You can make a field into a cuboid field by giving it the cuboid field flag. Cuboid fields behave identical to the normal fields to those who don't know how to use it. Like a normal field they can be placed down to create a field around the radius of the block based on the configured size. But internally they are completely different animals, the shape of cuboid fields can be redefined.
Cuboid fields can be placed in drawing mode with a Shift-Left-Click. During drawing mode you can left click on blocks around your area to tag them as protected blocks, clicking on them a second time untags them. To finish click on the field block again.
Technically you only required to select two blocks, one from each opposite corner of the cuboid in order to form the cuboid. But we all know that that is almost never how we want to define a cuboid. You have a specific content in mind that you want to protect for example a house with underground area, or a floating platform in mid air, the valley that you can see down below. Traditional methods of cuboid definition require you to dig down into some imagined corner to select the bottom corner block, or pile up blocks to select the top corner block. In cuboid drawing mode, rather than being forced to select opposite corners, you select the actual blocks you want protected from a distance by just left clicking in their direction, and afterwards a cuboid will be created that is the smallest shape that can wrap around all selected blocks.
When you place a field into drawing mode its configured height and radius are converted into volume and given to the player as the available blocks his new field shape can cover. Alternatively you can set the custom-volume field flag to have separate radius and volume given. The player will then be able to re-design the cuboid using the available volume.
While in drawing mode you can increase the available volume of a field by placing more of the same type of fields down. Each one you place down will add on its volume to the parent. When you close the cuboid, all the fields you placed down will turn into a group. Right clicking on any of them will give you the same information and breaking one of the blocks in the group will break all of them.
While in drawing mode you can place down different field types down and their volume as well as their field flags will be imported to the cube being drawn. This way you can mix the effects of several fields into one. What fields can mix with what fields can be configured by putting your fields into "mixing groups", fields in the same groups will be able to mix with each other. You set the group the field is in with the mixing-group field flag. You will want to put fields of similar size and "cost" in the same groups. Note: Fields without a mixing group cannot be mixed Note: Only the field flags are imported, no extra volume is added to the cuboid.
Action | Trigger |
---|---|
Open drawing mode | Shift-Left-Click* on field block |
Select blocks to add to selection | Left-Click* on surrounding blocks |
Expand cuboid | Right-Click* in any direction |
Undo last selection | Shift-Right-Click* anywhere |
Add more volume to open cuboid | Place down more field blocks of the same type |
Add on properties of another field to cuboid | Place down field blocks of another type |
Close cuboid | Shift-Left-Click* anywhere, or Click* back on the field block |
- These require a tool item in hand (configurable in settings).