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Jabelpeeps edited this page Feb 26, 2017 · 2 revisions

UNDER CONSTRUCTION - THE INFORMATION HERE HAS NOT YET BEEN UPDATED!

Welcome to the Sentries wiki!

  • Attack specific monsters, players, or groups automatically.
  • Kill, and be killed by, players, monsters, and the environment.
  • Guard locations, paths, players, or other NPCs.
  • Use ranged or melee weapons.
  • Be configured with stats such as strength, armor, speed, and night vision.
  • Ride mounts!
  • Work with Denizen to create NPCs that run scripts upon death.

Installation

  1. Ensure the latest Citizens2 is installed
  2. Download file from the spigot page
  3. Place the Sentries(2.1.x-#xxx).jar in your Plugins folder.
  4. Start your server

Permissions

See Sentry Permissions

Configuration

On first load Sentries will make config.yml in plugins/Sentries. This can be used to configure Sentries to your liking.

Sentries will only make this file if it cannot find it. If you are getting errors on starting Sentries, please check the current version to see if anything new has been added.

Commands

To view help: /sentry help

To reload the config.yml: /sentry reload

All the /sentry commands below normally require a selected NPC. use /npc select # to do this. Alternatively you may use /sentry # [command] to send a sentry command to a specified sentry without selecting it. # is the Sentry’s npcid.

Example: /sentry 3 add target all:monsters will add the monsters target to the sentry with npcID 3.

Creation

To create a sentry, use:

‘/npc create <NPC Name>’ and then ‘/trait sentries’

or ‘/npc create <NPC Name> –trait sentries’

To give your sentry a place or path to guard use:

/npc path And use the Waypoints editor.

To equip you sentry with weapons and armour see #Equipment

If you would like the Sentry to respawn in a different place from where it was created. Move it using

‘/npc tphere’ and then do ‘/sentry spawn’

Targets

Sentries have 2 lists: Targets, and Ignores. These lists contain entities. Entities can be monsters, passive mobs, players, or player groups. Sentries look at all the possible entities they can see in their range, If it NOT on the Ignores list and IS on the Targets list, the sentry will attack it. An entity cannot be seen if it is out of line-of-sight or if it is too dark for the sentry’s nightvision

Melee sentries will chase targets until the target is dead, has gotten out of range, (or another valid target has gotten closer - not sure this is true.) Ranged sentries do not follow targets, but will stay on their spot/path and fire at the target until it is dead, out of projectile* range, or another valid target has gotten closer.

Note that projectile range is not the same as range (detection range). Projectiles have a fixed range depending on their type. Archers, for example, have a range of about 50 blocks on flat ground. Elevated sentries can hit targets farther away. Sentries that throw things have shorter range.

To add a target: /sentry target add <TargetType>

To add an ignore: /sentry ignore add <TargetType>

<TargetType> can be any of the following:

  • All:Entities All living things (can only be added as a target)
  • Owner The npc’s Owner (can only be added as an ignore)
  • All:Mobs All Mobs - Hostile & Passive
  • All:Monsters All hostile mobs
  • All:Players All real players
  • All:npcs All NPCs
  • player:Name The player with the name Name
  • NPC:Name The NPC named Name.
  • entity:TYPE any mob types of TYPE
  • group:Name All members of permissions group Name. NPCs can be added to permission groups.
  • team:Name All members of scoreboard team Name.
  • town:Name All members of Towny town Name
  • nation:Name All members of Towny nation Name
  • nationenemies:Name All members of Towny nations that are declared as enemies of Name or have declared Name as an enemy. Only works as a Target, not as an Ignore.
  • faction:Name All members of Factions faction tag Name
  • factionenemies:Name All members of Factions that are currently enemies of Name.
  • warteam:Name All members of War team Name
  • event:PvP The sentry will attack any players that damage another player in range.
  • event:PvE The sentry will attack any players that damage animals or mobs in range.
  • event:PvNPC The sentry will attack any players that damage any NPC in range.
  • event:PvSentry The sentry will attack any players that damage other Sentries in range.

Examples: This will make the Sentry attack all players except those in the Admin group

/sentry target add entity:player /sentry ignore add group:Admin

This will make the Sentry attack anything that moves.. except sheep and the player named Bob Johnson.

/sentry target add entity:all /sentry ignore add entity:sheep /sentry ignore add player:Bob Johnson

To remove a target: /sentry target remove [entity] To remove a ignore: /sentry ignore remove [entity]

To view the target list: /sentry target list To view the ignore list: /sentry ignore list To clear the target list: /sentry target clear To clear the ignore list: /sentry ignore clear

Warn/Greet

Sentries can optionally warn or greet Players that come nearby, letting the Player know if the Sentry is hostile or friendly. This is off by default. To turn it on set the WARNINGRANGE higher than 0. This is the number of blocks beyond the RANGE that the Sentry will look for Players to warn/greet. For example if the RANGE is 10 and the WARNINGRANGE is 5, Players 10-15 blocks away will be alerted to the Sentry’s hostility.

The warning and greeting message can be customized for each Sentry.

To set the warning message: /sentry warning ‘New Warning Message’

To set the greeting message: /sentry greeting ‘New Greeting Message’

<PLAYER> and <NPC> can be used in the message as a placeholder for the Player’s name or Sentry’s name. Setting either message to “” will disable that message.

Guarding

Sentries have guarding 2 modes: Lookout and Bodyguard.

Lookouts

This is the default mode for a new Sentry. Lookouts will stand on a single waypoint or travel between waypoints at the default NPC speed. They will look for and engage any targets.

If a lookout becomes ‘stuck’ it will abandon its target and teleport back to its waypoint(s). Lookouts should always be given waypoints, otherwise they will simply stop moving when their target dies. use /npc path to set one or more waypoints. Lookouts ignore PvP protection and will deal and receive damage in all cases.

To set the Sentry back to this mode if it has been changed: /sentry guard

Bodyguards

Bodyguards will guard & follow another living entity (their guard target). The guard target can be a player or another NPC. If a bodyguard is set to retaliate, it will engage anything that attacks either its guard target or itself. It will also actively engage any targets that have been configured.

Bodyguards will not deal damage to, or receive damage from, their guard target or any other bodyguards guarding that target. If a bodyguard becomes stuck it will teleport to its guard target after a few seconds. If the guard target is a player, and the player logs out, the bodyguard will remain where it is and will not take damage or engage in combat until the player comes back online and in range. Bodyguards will honour any PvP-protection that might be active in the current world or area. (can be changed in the Configuration)

To set a Sentry as a bodyguard for a target NPC or Player: /sentry guard [Name]

Notes: [Name] is case-sensitive! Named mobs must be within range of the NPC when set.

By default this command checks nearby entities for the specified name and if not found then checks the online player list. If this behaviour is undesirable you can use /sentry guard -p [Name] to only check the online player list or /sentry guard -l [Name] to only check entities nearby the sentry.

Stats

Stats are Sentry settings that take a value and affect its performance.

To set a stat use: /sentry [stat] [value]

Example: /sentry armour 5

To view the current value of a stat and get help: /sentry [stat]

Example: /sentry range

To view all the Sentry’s stats, as well as current target, status, and guard target, use: /sentry info

Stat Default Value Value Range Notes
health 20 1-20000 The number of hit points the Sentry has. Normal players have 20.
armour 0 0-100 This value is subtracted from all incoming damage. An armour of 10 makes the Sentry very hard to hurt. Armour items equipped on the Sentry have no effect on combat.
strength 1 0-1000 This is the damage the sentry does with each hit, regardless of weapon (or object) held.
range 10 1-100 This is the detection range for the Sentry. High values may affect server performance. This is not the same as the projectile range, which is dictated by projectile type and the Sentry’s elevation relative to the target.
speed 1.0 0.0-1.5 This is the speed at which a sentry will move while pursuing a target. To set the normal path speed use /npc speed.
attackrate 2.0 0.0-30.0 This is the number of seconds between projectile shots and has no effect if the Sentry uses a melee weapon. The minimum internal rate is 0.5 (twice a second).
healrate 0.0 0.0-300.0 This is the number of seconds between heals of 1 point, values less than 1.0 are acceptable. Set to 0 to turn off healing.
nightvision 16 0-16 This is how well the Sentry can see potential targets in the dark. A value of 16 means the sentry can see perfectly all the time. A value of 12 means a target is invisible below light level 4 (16-12) . A value of 6 means a target is invisible below light level 10 (16-6), etc. If the target is a Player and that player is sneaking, its effective light light level is cut in half, making it harder for the sentry to detect.
respawn 10 -1-2000000 When the sentry dies, this is the number of seconds after which it will respawn. Set to 0 to prevent normal respawn. Set to -1 and the Sentry will not respawn and be permanently destroyed on death.
warningrange 0 0-50 The number of blocks beyond range the Sentry will look for Players to warn or greet. Set to 0 to disable warn/greet.
follow 4 0-32 The number of blocks a bodyguard will follow behind its guard target.

Options

Options are sentry settings that can be toggled on and off and affect its behaviour.

/sentry [option]

Example: /sentry invincible

You can also explicitly set an option using true or false

Example: /sentry invincible false

To view all the Sentry’s stats, options, current target, status, and guard target, use: /sentry info

Option Default Value Notes
drops False If this is True the Sentry will drop his equipment and some EXP on death.
killdrops True If this is False any mobs the Sentry kills will not drop items or EXP.
invincible False If this is True the Sentry will not take any damage, be knocked back, or show a ‘hurt’ flash.
retaliate True If this is True, the Sentry will attack to any living thing that attacks it. If the Sentry is acting as a bodyguard, it will also attack any living thing that attacks its guard target.
criticals True If this is true the Sentry will take critical hits and misses. If False, the normal damage is always applied.
mount False Whether or not the Sentry is mounted.
targetable True Whether or not the Sentry is attacked by nearby hostile mobs.

Combat

Sentries can engage in rewarding combat with players, monsters, and even each other!

Equipment

Equipment can be added to Sentries using the Citizens /npc equip editor. or the /sentry equip [item|none] command. What’s the difference?

/npc equip Can only be used by in-game players Takes items from the player and gives it to the NPC Drops all items when removed

/sentry equip [item|none] Can be used from the console/scripts Does not require the item Does not drop anything on removal. The choice is yours which you use/allow.

By default, equipped armour is just cosmetic. armour determines the damage reduction from attacks. Armour buffs can be configured for specific types of armour in the Configuration.

The item a Sentry holds in its hand determines its attack type, but the amount of damage the Sentry does is determined by its strength Strength buffs for specific weapon types can be set in Configuration. By default no weapons add strength.

The following items are usable by Sentries (these can be changed in the Configuration):

Default Item Type Notes
BOW Archer The 14th Archer Brigade (“Hawkeyes”) of SentryCorps wield long bows and razor arrows. They can hit a chicken square in the nuggets from 50 meters on flat ground.
REDSTONE_TORCH_ON Pyromancer I The entry-level members of the 27th Pyromancer Brigade shoot small, non-incendiary fireballs from their wands.
TORCH Pyromancer II The elite of the Flaming 27th, these wizards shoot fireballs that set the land on fire.
BLAZE_ROD Pyromancer III Spoken of in only hushed whispers, this little-known squad of the 27th has learned to fire large, explosive fireballs. That’s a nice everything you have there.
SNOW_BALL Ice Magi The frosty brethren of the 88th Ice Magi Brigade (“Snowmen”) throw snowballs which slow enemies on contract. Snowballs have a range of about 25 blocks on flat ground.
EGG Bombardiers The 3rd Brigade of Ovarian Bombardiers gets few recruits. Perhaps its the giant chicken suits they have to wear. Eggs have a range of about 25 blocks on flat ground.
POTION Witch Doctor When not drunk on their own noxious brews, the 9th Witch Doctor Brigade can turn the tide of battle with a single potion. Potions have a range of about 25 blocks on flat ground. The Sentry will throw a splash version of whatever potion type it is equipped with.
PAPER Stormcaller I The magic incantation written on their scrolls allows members of the 99th Stormcallers to strike single targets with bolts of electricity.
BOOK Stormcaller II The elite of the 99th can call forth powerful lightning from the sky to smite multiple foes using tomes of untold power. This lightning’s damage is atmospheric and therefore is not affected by the Sentry’s strength.
BOOK_AND_QUILL Stormcaller III Few dare call upon the services of the 3rd-tier Stormcaller. Their mighty bolts instantly kill any living thing they touch regardless of health, armour, or play mode; Griefers beware!
ENDER_PEARL Warlock I The lowest tier of the 667th Warlocks. These sorcerers imbue their magic crystals with the kinetic power of the endermen, flinging their targets high into the air. Remember: it’s not the fall that kills you, it’s the sudden stop at the end.
SKULL_ITEM Warlock II The mid-range warlock shoots black explosive wither skulls at the enemy.
Anything else Brawler All armies need their meat-shields. the 1st Battalion is SentryCorps’. Armed with swords, axes, picks, shovels, rocks, bricks, or even fish, the brawlers take the fight to the enemy, hand to hand, using whatever they can find.

Dealing Damage

The damage dealt by a Sentry when attacking a target is equal to the sentry’s strength.

Typically players have 20 health. By default a Sentry has 1 strength and therefore does 1 damage.

Receiving Damage

Sentries can receive damage from any source, just like a monster. If the Sentry is set to retaliate, it will target any living entity that attacks it, ignoring any current target.

If the Sentry is set to invincible, it takes NO damage or knockback at all!

If the Sentry has criticals turned on, any incoming damage is randomized resulting in a normal hit, a miss, or one of several degrees of critical hit. If the attacker is a player, a message is shown based on the type of hit.

If the Sentry has armour > 0 the damage will be reduced by the amount of armour. If the damage is reduced to nothing, the attack results in a block. Blocked hits cause no damage but DO cause knockback!

Death

If the Sentry’s health drops to 0. It dies.

If the Sentry is set to drops on death, when it dies it drops its equipment like a normal monster. Watch out for farmers!

After the respawn delay (default is 10 seconds) the Sentry will respawn. If the respawn is set to 0, the Sentry must be re-spawned manually.

Lookouts will respawn at their spawn location, by default this is where they were created. This can be changed with /sentry spawn

Bodyguards will respawn near their guard target.

Mounts

Sentries can be mounted and also used as mounts.

Mounted Sentries

To make a Sentry mounted use the command /sentry mount. This command creates a new, permanent horse-type NPC for the sentry to ride. This NPC can be edited in any way you see fit.

The mount is a horse by default but can be changed to any mob type with the /npc type command.

While attacking, mounted Sentries move at double the rider’s speed stat. (/sentry speed) While patrolling or following, mounted Sentries move at double the rider’s /npc speed To make a Mounted Sentry patrol give waypoints to the mount The mount can be be killed and the sentry will continue on foot, however if the Sentry is killed while mounted the mount also dies. Mounts respawn with their Sentry. Sentries as mounts To use a Horse-Sentry as a player’s mount it must be that player’s bodyguard. (/sentry guard player) Horse sentries can be ridden normally, but if given targets they may ignore your input and attack on their own.

Advanced Usage For combining Sentry and Denizen for truly powerful interactions see Sentry And Denizen