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- # The name for this shape
- Name=MinimalSignDialRedstone
- # Version 2 of shape files allows for many new things.
- # 3D gates, new format for blocks, woosh and light order etc
- Version=2
- # GateShape now needs "Layer" lines
- # Each Layer requires a #number= and then a newline.
- # Blocks can only be placed into layers.
- # a 2D gate would have only 1 layer.
- # Acceptable blocks are:
- # [I] = Ignored
- # [S] = Stargate Material
- # [P] = Air blocks that will turn into the portal material when activated.
- # Extra parameters:
- # --- These parameters are 1 of each per gate ---
- # :N = Block where the name sign will be created. This is optional.
- # :EP = Block where players teleport in at. The players feet will be on this block.
- # :EM = Block where minecarts teleport in at. The minecart wheels will be on this block.
- # :A = Block where the activation switch is attached to. 1 per gate!
- # The only restriction is that the block that faces it must be "I" (so nothing is in the way)
- # The switch will face in the positive layer direction.
- # In this example the switch will face towards where layer 3 would be (if there was a 3rd layer)
- # :D = Block the sign dialer hangs from. Only 1 per gate!
- # The only restriction is that the block that faces it must be "I" (so nothing is in the way)
- # This block is not required, so shapes with this block can be either type. (sign or dial)
- # Without this block a gateshape can only be /dial gate.
- # :IA = Iris Activation Switch - Not required unless you want to be able to place an Iris on the gate.
- #
- # IA, D, N, and A cannot be the same block, and none of those can contain W
- #
- # --- There can be many of these per gate -- (Currently no restriction)
- # :L = Blocks that will light when gate is activated
- # Optionally you may add a #number after L to indicate the order it lights.
- # Defaults to 1 if there is no #
- # :W = Blocks that will woosh when gate is activated
- # Optionally you may add a #number after W to indicate the order it wooshes in.
- # Defaults to 1 if there is no # and the wait between numbers is configurable below.
- # After all #s are active it removes them in reverse order but
- # if a block is [P:W] the block will stay as portal material until gate is shutdown.
- #
- # Redstone Blocks:
- # --- There can only be 1 of each of these per gate, and they can-not occupy the same block as anything else ---
- # [RD] = Redstone activation block. A redstone charge next to this block will activate the gate.
- # This block requires a :D block for targetting. This block should be on top of a [S] block.
- # [RS] = Redstone sign dialer cycle block. A redstone charge next to this block will cycle sign targets.
- # This block requires a :D block for targetting. This block should be on top of a [S] block.
- # [RA] = Redstone gate Activated block. This block will provide redstone charge when the gate is activated.
- # This block should be on top of a [S] block.
- GateShape=
- Layer#1=
- [I][I:W#3][I]
- [I][P:W#2][I]
- [I][P:W#1][I]
- [I][S:L#1:EP][I]
- [I][RA][I]
- [I][S][I]
- Layer#2=
- [I][I][I]
- [S:A][I][S:D]
- [S][I][S]
- [RD][S:EM][RS]
- [S][I][S]
- [I][I][I]
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