Description: Resets all objects you define at the given location Creates a file Resetter.tx in tShock directory, where you can add any type of object. Permissions: Resetter - enables the use of /resetter command Commands: /resetter help - shows available commands /resetter info - toggles display of information (tileID, frameX, frameY) of all tiles you touch /resetter reload - reloads all Object definitions and instances /resetter remove - removes the Resetting object at the selected position. /resetter <object name> - places an instance of Resetting object at the selected position Links: Download [v 2.0] Source:http://pastebin.com/Hvw7fLXb Donate to support the developer Example: this is an example of the entry of object in Resetter.txt this example is for a Chair facing left. Code: { "Name": "chair left", "tileID": 15, "frameX": [ 0 ], "frameY": [ 18,0 ] } NOTE: frameY values must be added in order of bottom to top. Changelog: v 2.0 Complete Rewrite (also rename of the plugin) Now uses Threading Allows users to define their own Resetting Objects new permission new commands new database table now keeps track of WorldID. v 1.1 now using SendTileSquare() instead of UpdateTile() - runs smoother v 1.0 - initial release
This is exactly what i needed in my server. I always have to refill my traps in my pvp dungeon manually but this will do it on auto.
Is there a way to make the trap reload after some time like setting some traps to reload in 1 second while setting some other ones to reload in 5 minutes.
atm no. There is timer that checks on trap status every 10 seconds. Even so your trap could reset in 1 sec or 9 secs depending on the moment it was triggered and the moment the timer has last checked for trap status
v1.1 - using SendTileSquare(), runs smoother, BUT for some reason the boulders (and explosives for that matter) that are in mid air or on INactive (not active / closed) stone will stay invisible until they start moving (mid air - by touching them, inactive stone - by activating stone, than deactivating it again). So for all traps it still works ok, it will just be a pain to remove trap if you are stuck with invisible one (BTW for invisible explosives - you can still explode them - this might actually be better for some traps, since they are now truly impossible to see)
Can dart traps be added i want to get people moving around in the arena and not hanging on the ceiling :/
I get this when i open another map with T-Shock 13-Feb-12 5:35:16 PM System.IndexOutOfRangeException: Index was outside the bounds of the array. at TrapResetter.TrapResetter.OnUpdate() at System.Action.Invoke() at Hooks.GameHooks.OnUpdate(Boolean pre) at Terraria.Main.DedServ() at Terraria.ProgramServer.Main(String[] args)
yes i suppose you are right, will look into it. @DankBud: why dart traps? they don't disappear on use
Hmm...lava? Define a square and when the lava completely runs out refill the square. Also maybe a drain for it? Define a square, when it fills up, empty it.
This looks great so far! Just started testing it today. Should be a lot of fun for my dungeon But yes, I agree - can dart traps be added? that would make it perfect IMO.
Darts are kinda limited the way they are now, only toggle'd by a switch or a timer. How about a continuous fire dart trap that cant be turned off like you did with boulders and explosives
how about you region protect your dart, connect it to a timer, wall off the timer, and viola, you have yourself a continuous shooting dart that noone can turn off
Now I can keep those pesky doors at the spawn point from disappearing!!! I was gonna write something that just saved entire regions to an sqlite and stuff (could be blown up and reset) but I'm glad you did