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EnderEyeGames

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Everything posted by EnderEyeGames

  1. If you are able to run commands, you can try downloading your world with /dl world. This way, you can at the very least have a local backup of your worlds and be able to play them in singleplayer or via a locally hosted server. If your server is unresponsive and you are not able to get output from commands (or really even if it does still work), you should make a backup of your server in its current state. You can do this in the Backups tab on the dashboard. After that, you can do anything without worrying about destroying the server, since you can just restore to where you started at any time. Check for broken plugins. Plugins that are in an inoperable state will show up as red when you run /pl. If you find broken plugins and you haven't spent hours configuring them, you can Reset Config in the Plugins tab for that plugin. This simply deletes its configuration folder. It's also worth noting that some plugins are completely worthless and do nothing but cause problems. Therefore, you should try deleting any plugin that you don't use. It seems in this case, the server hangs when attempting to load certain chunks. Check the logs for any details that may help diagnose this. Some glitched or excessive entities can cause problems like this. The most reliable way to remove all entities is to type /minecraft:kill @e[type=!player] into the console. If you know there are certain types of animals in your SMP you would like to spare, you can append ,type=!villager,type=!pig , etc to type=!player. If all of this fails, you should contact Minehut support to see if they can solve your issue or give you a copy of your world files. Edit: Consider checking out OBS Studio as an alternative to Screencast-O-Matic. It has excellent performance, no watermark, and many useful features for recording/streaming.
  2. This is a small, compact Skript that is designed for servers where elytra are widely used as a substitute for fireworks. While gliding, players are shown a boost meter labeled "Afterburner" on the action bar, and when one presses Shift while gliding, their velocity will increase smoothly. The maximum speed achievable with this Skript is extremely high compared to firework boosting. With the values in this Skript, a full charge of the Afterburner will last 3 seconds, and a full recharge requires 12 seconds. Players must release the Shift key for the Afterburner to recharge. This is intentional. The mechanics of the Skript include audio feedback when pressing Shift and when the boost runs out. I am aware that this implementation is less responsive to sharp turns than fireworks. This is also intentional, the slow turn response feels more realistic/"plane-like" than using fireworks. This is configured to show the Afterburner meter only when gliding. In an elytra-centric server, you may want to make it always show. Edit: I failed to mention that if a player is using the NoFall hack, this will be broken for them. If it works for most players, you can use a complaint that it doesn't work as an indication that a player is using cheats. sneak toggle: player is not sneaking player's gliding is true metadata "afterburner" of player is greater or equal to 1: play sound "entity.ender_dragon.flap" to player every 2 ticks: loop all players where [input does not have metadata "afterburner"]: set metadata "afterburner" of loop-player to 30 loop all players where [input is not sneaking]: metadata "afterburner" of loop-player is less than 30 set metadata "afterburner" of loop-player to metadata "afterburner" of loop-player + 0.25 loop all players where [gliding of input is true]: loop-player is sneaking: metadata "afterburner" of loop-player is greater or equal to 1 add 0.2 to vector length of loop-player's velocity set metadata "afterburner" of loop-player to metadata "afterburner" of loop-player - 1 metadata value "afterburner" of loop-player is less than 1 play sound "block.beacon.deactivate" to loop-player send action bar "Afterburner: [%first 2+rounded down (metadata ""afterburner"" of loop-player / 2) characters of ""&a|||||||||||||||""%%the first 17-rounded down (metadata ""afterburner"" of loop-player / 2) characters of ""&c|||||||||||||||""%&f]" to loop-player
  3. You have a couple of options for this. WorldGuard has some flags you can enable in a region to disable natural hunger loss or automatically feed players while inside the region. You likely already have or need this plugin if the server requires spawn protection or similar mechanics. There are also flags for invincibility, which is presumably what you meant by "no one can lose health". You could also write a Skript that constantly sets the hunger level of all players to max or cancels all food bar change events. Damage events can also be canceled.
  4. When you have a gamerule or difficulty set with a command and a server setting that contradicts it, it often becomes a complete mess. Whether the gamerule or the server setting takes precedence is essentially random. If it's not working, make sure they are set to the same value. e.g. turn monster spawning on in the dashboard and do /gamerule doMobSpawning true and turn difficulty to easy in the dashboard and do /difficulty easy Settings you edit in the dashboard require a restart to take effect while gamerules set in-game do not.
  5. There is such a setting in the config.yml for essentials. It is called unsafe-enchantments and must be set to true to allow you to /enchant items with higher than normal or incompatible enchantments. It's pretty far down in the config file. You can use Ctrl+F to find a phrase in a webpage. Edit: If you want to make items with commands instead of Essentials, you can use an online command generator like MCstacker.
  6. This is a default feature of the Essentials plugin. One of the default example kits, "tools", is set as the default kit on join. It's worth noting that receiving this kit when you join is a sign that the server is bad as it means the owner has not configured Essentials. It would be ideal to customize the kit you receive when joining by configuring Essentials to give a different kit you created. If you want to make a public server and don't want to recreate any plugins in Skript, you will want at least the following plugins: Essentials, EssentialsChat, EssentialsSpawn, WorldGuard, FastAsyncWorldEdit, Vault, and PermissionsEX.
  7. If the server is able to start, you can enter the command /minecraft:kill @e[type=item] into the console. This will remove any item entities from the server. If your server is unable to start, it is unlikely that you will be able to recover from this while keeping the world unless you have a backup. If you don't mind resetting the world, you can simply do that and the problem will be solved. Take a backup of the server in its current state if possible, provided you have no backup now.
  8. It's important to note that you cannot download arbitrary files (like Skripts) using /dl; if you want to actually transfer your server to something else, you will have to set up the plugins again and copy and paste from the Minehut text editor. If your intent was to download the entire server directory as a .zip, that is not yet available.
  9. It is kinda backwards to think that because the term "free op" was arbitrarily banned, I should have to change the name of a server that had that name for months. The ban on this phrase had the intent of keeping players from falsely advertising normal servers as "free op" to make people spam those servers. In theory, this is a good thing to do, since not everyone wants to implement a Skript that automatically kicks players who ask for op on a normal server. However, it also essentially kills servers that are legitimately free op servers. There is currently no way to opt out of being "protected" against being free-op-spammed. Despite my server having "free op" in its name and MOTD, Minehut makes no distinction between this and a player advertising a server as free op. That's the problem.
  10. The system that has been put in place to prevent players from falsely advertising servers as having "free op" also blocks the phrase in server names when using /ad. This is clearly not a desired effect; a server name with "freeop" in it should indicate that the server does indeed provide free op. In addition, the phrase "free op" and permutations of it are blocked in private messages and apparently any command except /join that goes directly through Minehut itself (as opposed to a player server). FreeOp1337 may be unable to continue operation with this hastily implemented block, as having free op with certain restrictions is the premise of the server and a main point when advertising. A possible solution would be only blocking the phrase "free op" when the phrase "/join (any server that does not have 'free op' in its MOTD)" also appears in the message. EDIT 2-11-21 8:10PM CST: It's important to note that FreeOp1337 is not at all a new server. It has been around for at least several months and is one of the few Free OP servers on Minehut which have lasted longer than a month or so.
  11. The spawn area should be exit only unless you use /spawn. Here's my combat tag skript, Action Combat Tag Plus. # Action Combat Tag Plus [ACT+], by EnderEyeGames/root@kali on damage of a player: attacker is a player {actplus.immune.%victim's uuid%} is not 1: {actplus.time.%victim's uuid%} is not set: send "&6[&c&lACT&e+&6]&c You are now in combat. Do not log out." to victim set {actplus.time.%victim's uuid%} to 12 set {actplus.combatant.%victim's uuid%} to "%attacker%" {actplus.immune.%attacker's uuid%} is not 1: {actplus.time.%attacker's uuid%} is not set: send "&6[&c&lACT&e+&6]&c You are now in combat. Do not log out." to attacker set {actplus.time.%attacker's uuid%} to 12 set {actplus.combatant.%attacker's uuid%} to "%victim%" every 2 ticks: loop all players where [{actplus.time.%player input's uuid%} exists]: {actplus.time.%loop-player's uuid%} is less than 0.1: send action bar "&aYou are no longer in combat." to loop-player send "&6[&c&lACT&e+&6]&a You are no longer in combat." to loop-player delete {actplus.time.%loop-player's uuid%} delete {actplus.combatant.%loop-player's uuid%} {actplus.time.%loop-player's uuid%} is greater than 0: loop-player is not sprinting: send action bar "&cYou are in combat for %{actplus.time.%loop-player's uuid%}% seconds (%{actplus.combatant.%loop-player's uuid%}%)" to loop-player subtract 0.1 from {actplus.time.%loop-player's uuid%} loop-player is sprinting: send action bar "&cCombat time frozen while sprinting (%{actplus.combatant.%loop-player's uuid%}%)" to loop-player on command: {actplus.time.%player's uuid%} is set player does not have the permission "actplus.immune": send "&6[&c&lACT&e+&6]&c You cannot execute commands in combat." to player cancel event stop command is not "actimmune": send "&6[&c&lACT&e+&6]&c You cannot usually execute commands in combat." to player send "&6[&c&lACT&e+&6]&a You have the ability to escape combat with /actimmune." to player cancel event on quit: {actplus.time.%player's uuid%} exists kill player broadcast "&6[&c&lACT&e+&6]&c&l %player%&c logged out while fighting &l%{actplus.combatant.%player's uuid%}%" on death of a player: wait 1 tick {actplus.time.%victim's uuid%} exists set {actplus.time.%victim's uuid%} to 0 on join: {actplus.immune.%player's uuid%} exists: send "&6[&c&lACT&e+&6]&a You're currently immune to combat tag. Disable with /actimmune" to player command /actimmune: permission: actplus.immune permission message: &6[&c&lACT&e+&6]&c Permission required: actplus.immune trigger: {actplus.immune.%player's uuid%} exists: delete {actplus.immune.%player's uuid%} send "&6[&c&lACT&e+&6]&a You are no longer immune to combat tag." to player stop {actplus.immune.%player's uuid%} is not set: set {actplus.immune.%player's uuid%} to 1 send "&6[&c&lACT&e+&6]&a You are now immune to combat tag." to player delete {actplus.time.%player's uuid%} delete {actplus.combatant.%player's uuid%} # End of Action Combat Tag Plus
  12. ActionCombatTag+ is a full combat tag solution that makes the CombatLogX plugin obsolete. It includes features such as freezing combat tag while sprinting and an option to be immune to combat tag as an admin. ACT+ also tracks the "combatant" of a combat tagged player, allowing combat log kills to be credited. Combat time is shown on the actionbar. # Action Combat Tag Plus [ACT+], by EnderEyeGames/root@kali on damage of a player: attacker is a player {actplus.immune.%victim's uuid%} is not 1: {actplus.time.%victim's uuid%} is not set: send "&6[&c&lACT&e+&6]&c You are now in combat. Do not log out." to victim set {actplus.time.%victim's uuid%} to 12 set {actplus.combatant.%victim's uuid%} to "%attacker%" {actplus.immune.%attacker's uuid%} is not 1: {actplus.time.%attacker's uuid%} is not set: send "&6[&c&lACT&e+&6]&c You are now in combat. Do not log out." to attacker set {actplus.time.%attacker's uuid%} to 12 set {actplus.combatant.%attacker's uuid%} to "%victim%" every 2 ticks: loop all players where [{actplus.time.%player input's uuid%} exists]: {actplus.time.%loop-player's uuid%} is less than 0.1: send action bar "&aYou are no longer in combat." to loop-player send "&6[&c&lACT&e+&6]&a You are no longer in combat." to loop-player delete {actplus.time.%loop-player's uuid%} delete {actplus.combatant.%loop-player's uuid%} {actplus.time.%loop-player's uuid%} is greater than 0: loop-player is not sprinting: send action bar "&cYou are in combat for %{actplus.time.%loop-player's uuid%}% seconds (%{actplus.combatant.%loop-player's uuid%}%)" to loop-player subtract 0.1 from {actplus.time.%loop-player's uuid%} loop-player is sprinting: send action bar "&cCombat time frozen while sprinting (%{actplus.combatant.%loop-player's uuid%}%)" to loop-player on command: {actplus.time.%player's uuid%} is set player does not have the permission "actplus.immune": send "&6[&c&lACT&e+&6]&c You cannot execute commands in combat." to player cancel event stop command is not "actimmune": send "&6[&c&lACT&e+&6]&c You cannot usually execute commands in combat." to player send "&6[&c&lACT&e+&6]&a You have the ability to escape combat with /actimmune." to player cancel event on quit: {actplus.time.%player's uuid%} exists kill player broadcast "&6[&c&lACT&e+&6]&c&l %player%&c logged out while fighting &l%{actplus.combatant.%player's uuid%}%" on death of a player: wait 1 tick {actplus.time.%victim's uuid%} exists set {actplus.time.%victim's uuid%} to 0 on join: {actplus.immune.%player's uuid%} exists: send "&6[&c&lACT&e+&6]&a You're currently immune to combat tag. Disable with /actimmune" to player command /actimmune: permission: actplus.immune permission message: &6[&c&lACT&e+&6]&c Permission required: actplus.immune trigger: {actplus.immune.%player's uuid%} exists: delete {actplus.immune.%player's uuid%} send "&6[&c&lACT&e+&6]&a You are no longer immune to combat tag." to player stop {actplus.immune.%player's uuid%} is not set: set {actplus.immune.%player's uuid%} to 1 send "&6[&c&lACT&e+&6]&a You are now immune to combat tag." to player delete {actplus.time.%player's uuid%} delete {actplus.combatant.%player's uuid%} # End of Action Combat Tag Plus
  13. I apologize for potentially necroposting, but I actually have that skript. command /crash <player> [<text>]: permission: utrollplus.crash permission message: &6[&cUT+&6]&c You need utrollplus.crash! usage: &6[&cUT+&6] &4/crash <player> [reason] trigger: arg 2 is set: send title "&4Artificially crashed:" with subtitle "&c%arg 2%" to arg 1 for 5 seconds with fadein 0 seconds and fade out 0 seconds wait 1 tick execute console command "/execute as %arg 1% at @s run particle flame ~ ~ ~ 1 1 1 1 999999999 force @s" send "&aSuccessfully crashed &b%arg 1%&a!" to player arg 2 is set: broadcast "&6%arg 1%&c was crashed by &6%player%&c for &e%arg 2%"
  14. With this skript, an explosion that does not occur in a liquid will damage obsidian. You can add other explosion-proof blocks if need be. A potato is used to check the damage of obsidian, just like CosmicPvP ages ago. Damage to obsidian regenerates on server restarts as it is metadata. on explosion: block at entity is not water or lava loop blocks in radius 4 around entity: loop-block is obsidian loop-block has metadata "damage": metadata value "damage" of loop-block is "highly damaged": break loop-block using diamond pickaxe metadata value "damage" of loop-block is "moderately damaged": set metadata value "damage" of loop-block to "highly damaged" metadata value "damage" of loop-block is "slightly damaged": set metadata value "damage" of loop-block to "moderately damaged" loop-block does not have metadata "damage": set metadata value "damage" of loop-block to "slightly damaged" on right click on obsidian with a potato: clicked block has metadata "damage": send "&aThis obsidian is &9%metadata value ""damage"" of clicked block%" to player stop send "&aThis obsidian is &9not damaged" to player This enables the "air-bursting" method against water-protected obsidian. Obsidian will break if hit with four TNT. Other blocks, when water-protected, can be taken out with a sand or concrete cannon or a TNT-carrying flying machine.
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