Specifications: (I'll try to make this as detailed as possible)
Outpost is a bit like koth. There is a set area defined as the 'Outpost'. Once a player/faction enters the outpost, then the outpost will start counting from 0% to 100% over time. Once 100%, the Outpost is classed as "Captured" and outpost will run set commands or give certain permissions for each player in that faction, as well as give players set effects such as speed or strength and also an exp multiplier. This is whether they are in the outpost or not, it doesnt matter until another faction/player contests it.
If another player/faction enters the outpost while another player has it captured at 100%, then that faction/player will begin to "neutralise" the outpost, and it will begin counting down from 100% to 0%, and when 0% is reached, it will run set commands and remove the permissions from the players in the previous faction, as well as the effects. The new faction will then begin to "capture" the outpost and repeat the previous step from 0% to 100% and then give that faction the commands/permissions/effects/exp multiplier.
- Needs to work with PlaceholderAPI or MVDW's Placeholders
- Needs to hook into worldedit/worldguard to be able to define a region as a cap point/the outpost.
- Needs to hook into Factions UUID
- Needs to have /outpost sell which is a gui where you sell stuff
- Needs to have /outpost where you can see the current capper or if its neutralized
- Also /outpost setcapcuboid where you choose the 2 areas where the outpost is supposed to be capped in
Outpost is a bit like koth. There is a set area defined as the 'Outpost'. Once a player/faction enters the outpost, then the outpost will start counting from 0% to 100% over time. Once 100%, the Outpost is classed as "Captured" and outpost will run set commands or give certain permissions for each player in that faction, as well as give players set effects such as speed or strength and also an exp multiplier. This is whether they are in the outpost or not, it doesnt matter until another faction/player contests it.
If another player/faction enters the outpost while another player has it captured at 100%, then that faction/player will begin to "neutralise" the outpost, and it will begin counting down from 100% to 0%, and when 0% is reached, it will run set commands and remove the permissions from the players in the previous faction, as well as the effects. The new faction will then begin to "capture" the outpost and repeat the previous step from 0% to 100% and then give that faction the commands/permissions/effects/exp multiplier.
- Needs to work with PlaceholderAPI or MVDW's Placeholders
- Needs to hook into worldedit/worldguard to be able to define a region as a cap point/the outpost.
- Needs to hook into Factions UUID
- Needs to have /outpost sell which is a gui where you sell stuff
- Needs to have /outpost where you can see the current capper or if its neutralized
- Also /outpost setcapcuboid where you choose the 2 areas where the outpost is supposed to be capped in
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