Skip to content

Latest commit

 

History

History
56 lines (39 loc) · 2.32 KB

pillars.md

File metadata and controls

56 lines (39 loc) · 2.32 KB

Pillars

Description

This activates pillars being defined by a wool block / pillar. People can then click/destroy them. Future versions will include actually physically bringing pillar blocks to your base to score

Setup

You have to define pillars. Prepare a WOOL block, this will be the base of the pillar. This base will be the operational block and will react to:

  • clicking
  • breaking
  • placing against

(based on your settings)

In order to do that, use /pa [arenaname] [teamname]pillar* - this enables setting. Finally set the block by clicking the WOOL block.

Note that there are three kinds of pillars:

  • empty pillar
    • starts empty (duh ;) )
    • gains points for everyone, when claimed
    • naming: Any name containing "pillar" and NOT containing a team name!
  • team pillar (filled)
    • starts with the predefined fill height, claimed by the team name
    • gains no points for the initial claimed team
    • naming: Any name starting with the team name and containing "pillar"
  • team pillar (not filled)
    • starts empty, only gives points to the team name contained, if claimed
    • naming: Any name not starting with the team name, containing pillar, and containing the team name that should NOT get points

Config Settings

  • announcetick (true) - should the score be publicly announced?

  • breakable (true) - should you break the base to unclaim and place to claim?

  • claimall (false) - should a team win by claiming all pillars?

  • onlyfree (true) - only get points for free pillars (only the first type)

  • announceoffset (3) - how many ticks should pass before announcing the current scores?

  • emptyheight (1) - how high should free pillars start?

  • maxclicks (10) - how many clicks do people need to claim/unclaim? (overrides break allowing!! set to 0 for breaking ;) )

  • maxheight (5) - what is the full height of a pillar?

  • pillives (10) - how many points does a team need to win?

  • teamheight (2) - how high should a claimed pillar be at start?

  • tickpoints (1) - points per pillar per tick (in the future you can disable this, but you shouldnt do this now ;) )

  • tickinterval (20) - the interval (in ticks, 20 per second!) to check for pillar points

Supported Game Modes

Only supports team game mode!

YouTube video

click me