joining games
suprememiners opened this issue ยท 11 comments
i got a message on my console after i click a join sign.
18:26:56 [SEVERE] Could not pass event PlayerInteractEvent to Ablockalypse v1.2.8
org.bukkit.event.EventException
at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:427)
at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62)
at org.bukkit.plugin.SimplePluginManager.fireEvent(SimplePluginManager.java:477)
at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:462)
at org.bukkit.craftbukkit.v1_4_R1.event.CraftEventFactory.callPlayerInteractEvent(CraftEventFactory.java:178)
at net.minecraft.server.v1_4_R1.PlayerInteractManager.interact(PlayerInteractManager.java:376)
at net.minecraft.server.v1_4_R1.PlayerConnection.a(PlayerConnection.java:657)
at net.minecraft.server.v1_4_R1.Packet15Place.handle(SourceFile:58)
at net.minecraft.server.v1_4_R1.NetworkManager.b(NetworkManager.java:290)
at net.minecraft.server.v1_4_R1.PlayerConnection.d(PlayerConnection.java:113)
at net.minecraft.server.v1_4_R1.ServerConnection.b(SourceFile:39)
at net.minecraft.server.v1_4_R1.DedicatedServerConnection.b(SourceFile:30)
at net.minecraft.server.v1_4_R1.MinecraftServer.r(MinecraftServer.java:598)
at net.minecraft.server.v1_4_R1.DedicatedServer.r(DedicatedServer.java:224)
at net.minecraft.server.v1_4_R1.MinecraftServer.q(MinecraftServer.java:494)
at net.minecraft.server.v1_4_R1.MinecraftServer.run(MinecraftServer.java:427)
at net.minecraft.server.v1_4_R1.ThreadServerApplication.run(SourceFile:849)
Caused by: java.lang.ClassCastException: java.lang.String cannot be cast to java.lang.Boolean
at com.github.JamesNorris.Manager.SpawnManager.spawnWave(SpawnManager.java:326)
at com.github.JamesNorris.Implementation.ZAGameBase.spawnWave(ZAGameBase.java:637)
at com.github.JamesNorris.Implementation.ZAGameBase.nextLevel(ZAGameBase.java:467)
at com.github.JamesNorris.Implementation.ZAGameBase.addPlayer(ZAGameBase.java:149)
at com.github.JamesNorris.Implementation.ZAPlayerBase.loadPlayerToGame(ZAPlayerBase.java:318)
at com.github.JamesNorris.Event.Bukkit.PlayerInteract.setupPlayerWithGame(PlayerInteract.java:387)
at com.github.JamesNorris.Event.Bukkit.PlayerInteract.joinGame(PlayerInteract.java:179)
at com.github.JamesNorris.Event.Bukkit.PlayerInteract.runLines(PlayerInteract.java:358)
at com.github.JamesNorris.Event.Bukkit.PlayerInteract.PIE(PlayerInteract.java:267)
at sun.reflect.GeneratedMethodAccessor56.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:601)
at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:425)
... 16 more
I don't know what to do so if you could help me soonish i would be a good help.
Ok i don't know what happened to the text size
#####################################################################################################################
Zombie Ablockalypse - Configuration file
Authors: Jnorr44, iKeirNez
#####################################################################################################################
##################################################### DIFFICULTY #####################################################
startPoints: 200
The amount of points all players should start with.
pointIncrease: 100
How many points are gained per kill.
packapunchLevel: 5
The minimum level before players can use the pack-a-punch.
perkDuration: max
The duration in ticks of perks before they are removed automatically.
NOTE: "max" sets the value to the highest possible integer. Anything too high will break the plugin.
healLevel: 0
speedLevel: 0
damageLevel: 0
regenLevel: 0
juggernautLevel: 0
Sets the levels at which the corresponding perks can be bought.
healPoints: 500
speedPoints: 1500
damagePoints: 2000
regenPoints: 3000
juggernautPoints: 4000
Sets the points required to buy the corresponding perks.
enchDamageCost: 400
enchRandomCost: 300
The amount of points it costs to get an enchantment on your weapon.
mysteryChestCost: 1500
The amount it costs to buy a mystery item from the mystery box.
This should be lower than the diamond sword cost from below.
doubleSpeedLevel: 10
The level at which zombies should double their speed.
wolfLevels:
- 5
- 11
- 15
- 18
The levels to spawn wolves on.
startingItems:
inventory:
- 276:5 1
- 261 2
armor:
helmet: 302 5
chestplate: 311 1
leggings: 316 6
boots: 301:5 1
These items will be given to players when they enter a ZA game
The format for items are - :[damage-value] [amount] [enchantment-name/id] [enchantment level]
SORRY, THIS IS NOT CURRENTLY WORKING. THIS WILL BE FIXED SOON!
teleportTime: 5
The amount of time to count down before teleporting.
################################################### MISCELLANEOUS ###################################################
maxPlayers: 4
The amount of players that you can have at max in your games.
losePerksOnLastStand: true
Makes players lose all perks when they go into last stand.
pointsGivenOnHelp: 200
Amount of points to give the player for saving another player.
pointsGivenOnAtomBomb: 600
Amount of points to give all players when an atom bomb is found.
defaultFriendlyFireMode: false
The default setting for all games concerning friendly fire.
lastStandThreshold: 10
The amount of health left before a player is put in last stand.
Max health is 20, so 10 health = 5 hearts.
powerupChance: 5
The chances for the 3 powerups. (atom bomb, barrier fix, weapon fix)
blinkers: true
Makes areas and barriers blink to reveal position and correctness of placement.
addedEffects: true
Adds extra visual effects to Ablockalypse.
barrierPerFixIncrease: 20
The amount of points gained per fix of the barrier.
barrierCompleteFixIncrease: 100
The amount of points gained when the barrier is completely fixed.
movingChests: true
Moves the active chest around, instead of all chests being active at once.
chestBeacons: true
Adds FIREWORKS (beacons are client-side) above chests to let players see where the active chest is.
clearNearbyMobs: true
If enabled, clears all mobs near the player so they don't interfere.
###################################################### WEAPONS ######################################################
woodSword: 200
woodSwordLevel: 0
stoneSword: 600
stoneSwordLevel: 0
ironSword: 1200
ironSwordLevel: 5
diamondSword: 2000
diamondSwordLevel: 15
goldSword: 2500
goldSwordLevel: 20
perGrenade: 200
grenadeLevel: 0
NOTE - Ender Pearls are grenades, and are changed to explode on impact.
#################################################### PLUGIN INTEGRATION #########################################
CommandsEX by iKeirNez
NOTE - If CommandsEX is detected and XMPP is enabled, Zombie Ablockalypse will send
messages to the XMPP chatroom.
xmppAnnounceGameStart: true
xmppAnnounceGameEnd: true
xmppAnnouncePlayerJoinGame: true
xmppAnnouncePlayerLeaveGame: true
xmppAnnounceLastStand: true
#################################################### MAINTENANCE ####################################################
ENABLE_AUTO_UPDATE: true
Enables automatic updating for Ablockalypse.
DEBUG: ture
Setting this true will make the console spit out a lot of info at you.
If there is anything that concerns you, post this as an issue on:
https://github.com/JamesNorris/Ablockalypse/issues
i reset the config and it seems to work but the lag brings everybody down to 0 tps when a page starts
thank you. what a noob my spell checker did not pick it up. and i guess if the beacon has an infinite loop while the game is running could be coursing the lag. maybe make the time interval of launching the rockets more but what do i know about coding.
What I did was make it so the code to launch it was more efficient, and I increased the time between launches by 2 seconds, therefore making it faster. Although, this should not be a problem even before, unless there is a bug with it.
i will do some testing with different amounts of ram and different variables and see if it's my computer or your plugin.
Most likely the plugin, since there have been multiple reports of this, I still cannot find out what the problem is though. It would be much easier with a stacktrace, but there is none.
well i will try as much as i can to help you out because it is such an amazing plugin
Thanks for the help, if the round starts on zero and it says so, then that is a bug. It seems to do that whenever there is another problem though. If it does not announce it, and it announces round 1 after the first round, than thats correct.