[Mod] Advanced area protection [areas]

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Re: [Mod] Advanced area protection [areas]

by afflatus » Tue Jan 27, 2015 13:43

I worked out how to open an area within a protected one, but I just discovered that you can't have a protected area within and open one. Is it possible to change this?
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Re:

by cHyper » Tue Jan 27, 2015 20:32

Sokomine wrote:All those protection mods out there do have one or the other flaw/limitation. Some are fine for very small areas - and small houses are easier to build well for less skilled players than large projects - but do not work at all for middle-sized to huge projects.

node_ownership is the protection mod I like most: It works, it protects well, it's fast - so it makes every sense to improve that mod further.

One issue I have with it is the way areas are marked. That got improved a lot in this mod, but it's still not optimal. I'd like players to be able to mark their aras on their own (at least the smaller ones). Fiddling with coordinates is too confusing for most players. Marking all four corners of an area with nodes that are well visible seems to come more natural to people. Unfortionately, most players on Redcrabs server are utterly confused when I ask them to show me two diagonally opposite corners of their area. So perhaps letting them mark all four corners and offering a formspec on those marker nodes where the players can enter how deep they want to go their area into the ground and the sky respectively and how they want it called may help.


that's true, a real protection should also be done by the owner of the object he want to build, not only submitted by an admin or op.
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Re: [Mod] Advanced area protection [areas]

by ShadowNinja » Wed Jan 28, 2015 00:03

afflatus wrote:You can't have a protected area within an open one. Can this be changed?

I don't know how to do this well without breaking "open areas inside protected areas are open." You could do something like "if the size of the protected area is smaller than the open area then it's protected, otherwise it's open," but that probably wouldn't always work as expected, and it would make the protection calculations a lot slower and more complicated.
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Re: [Mod] Advanced area protection [areas]

by afflatus » Wed Jan 28, 2015 03:58

OK thanks. It needs to work as expected.
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Re: [Mod] Advanced area protection [areas]

by fireglow » Sat Mar 21, 2015 21:43

Super great mod, I absolutely love it, it makes my server a much better place for our builders.
I have a suggestion, for which I had numerous requests:
Add a "expel" command, that teleports all players in the users area that are not an owner of the current area out of said area.

Kind of like "Can you build here? No? Then out you go".

As I'm sure you are aware, minetest suffers from an issue where high-latency players can sometimes move through doors, walls.
The expel function would be a great aid in those cases where people want intruders out of their home.
 

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Re: [Mod] Advanced area protection [areas]

by Sokomine » Sun Mar 22, 2015 03:35

fireglow wrote:As I'm sure you are aware, minetest suffers from an issue where high-latency players can sometimes move through doors, walls.
The expel function would be a great aid in those cases where people want intruders out of their home.

I don't really like this idea. Players ought to be able to take a look at the buildings of others and go sightseeing. Else the houses could as well have been built in singleplayer. Theft of items out of furnaces can be avoided thanks to protection mods and recent changes to the furnaces. If players stalk others, and it's not just a young kid desperately seeking some attention, then it's a social problem and may require the intervention of a moderator or admin anyway.

What might be far more intresting would be a "teleport me to the next one of my protected areas in sequence" so that players can check all the land they protected. Would also be helpful for admins. Maybe I ought to add a "teleport me there" command to my markers mod.

If you really want to keep players out of a certain area, you might create a special node which can be activated for a limited time or consume some sort of fuel (thus no way of keeping it running indefinitely) and which would scan for players around it and teleport those away which are not allowed to build there. There could be a safe player-collect-place nearby (i.e. a public road) where they could be beamed to. After all explorers who came out a long way might be less than pleased if an overprotective player sent them all the way back.
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Re: [Mod] Advanced area protection [areas]

by fireglow » Sun Mar 22, 2015 04:05

Sokomine wrote:I don't really like this idea. Players ought to be able to take a look at the buildings of others and go sightseeing. Else the houses could as well have been built in singleplayer. Theft of items out of furnaces can be avoided thanks to protection mods and recent changes to the furnaces. If players stalk others, and it's not just a young kid desperately seeking some attention, then it's a social problem and may require the intervention of a moderator or admin anyway.

You seem to have missed the point.
The /expel or whatever command is for when strangers, through a glitch (as pointed out), got into where they shouldn't have.
I do believe that in those cases, a way to forcibly eject unwanted guests, would be most welcome to home owners.
At the risk of repeating myself, I have had this request several times by many of my regular players.

Sokomine wrote:What might be far more intresting would be a "teleport me to the next one of my protected areas in sequence" so that players can check all the land they protected. Would also be helpful for admins. Maybe I ought to add a "teleport me there" command to my markers mod.

If you really want to keep players out of a certain area, you might create a special node which can be activated for a limited time or consume some sort of fuel (thus no way of keeping it running indefinitely) and which would scan for players around it and teleport those away which are not allowed to build there. There could be a safe player-collect-place nearby (i.e. a public road) where they could be beamed to. After all explorers who came out a long way might be less than pleased if an overprotective player sent them all the way back.

This sounds rather complicated to implement, set up and maintain, but you are of course welcome to do this, if you want to.
Nobody said anything about "all the way back".
I was thinking of teleporting them to the edge of the current area so that is it clear that A) the home owner does not approve of the intruders presence and B) the home owner does have means to enforce their desire, other that just repeating "please leave" a dozen times, before giving up frustrated. and feeling violated in their own home.
 

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Re: [Mod] Advanced area protection [areas]

by afflatus » Mon Mar 30, 2015 16:40

An /expel command would be easy to create. However, it is a moderation issue as Sokomine says. The solution which I just hit on is slightly more complex: I have instituted a scorecard system based on awards and explained to the player who likes breaking into people's homes that it will hurt his score. (once I've coded the on_protection_violation hook). He stopped doing it instantly. :-)
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Re: [Mod] Advanced area protection [areas]

by freakedenough » Mon Mar 30, 2015 19:27

/protect <areaname> requires areas privilege
everyone has to have areas privilege
but everyone with areas privilege can build within areas from others
...
???
PROFIT

this mod seems to be useless.
 

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Re: [Mod] Advanced area protection [areas]

by Don » Mon Mar 30, 2015 20:22

freakedenough wrote:/protect <areaname> requires areas privilege
everyone has to have areas privilege
but everyone with areas privilege can build within areas from others
...
???
PROFIT

this mod seems to be useless.

In my opinion this is the best protection mod there is. Perhaps you do not know how to use it?
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Re: [Mod] Advanced area protection [areas]

by freakedenough » Mon Mar 30, 2015 20:25

you may tell me how to use it? the main post lacks information about the privileges.
 

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Re: [Mod] Advanced area protection [areas]

by Don » Mon Mar 30, 2015 20:32

freakedenough wrote:you may tell me how to use it? the main post lacks information about the privileges.

It is quite easy.
If you run a server only Admins should have the areas priv. They can protect land for the players.
If you want players to protect their own land then you use markers. It is a mod that has a gui for the players to use.

https://forum.minetest.net/viewtopic.php?id=8175
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Re: [Mod] Advanced area protection [areas]

by ShadowNinja » Tue Mar 31, 2015 03:45

freakedenough wrote:/protect <areaname> requires areas privilege
everyone has to have areas privilege.

No it doesn't, it requires whatever privilege areas.self_protection_privilege is set to [1], which is interact by default [2]. You obviously have to enable self-protection first though, which the README clearly states [3][4].

[1] https://github.com/ShadowNinja/areas/bl ... nds.lua#L5
[2] https://github.com/ShadowNinja/areas/bl ... gs.lua#L34
[3] https://github.com/ShadowNinja/areas/bl ... figuration
[4] https://github.com/ShadowNinja/areas/bl ... d#commands
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Re: [Mod] Advanced area protection [areas]

by TheSuperTimelord » Mon Apr 20, 2015 06:05

ok not sure where else to post this,so here
when i try to load the mod,it says that its trying to load init.lua from the textures folder... error log below,help?

Code: Select all
23:05:20: ERROR[main]: The following mods could not be found: "locale" "mesecons_compatibility" "sounds" "textures512"
23:05:20: ERROR[main]: ...ames\minetest-0.4.12\bin\..\mods\areas\textures\init.lua:11: attempt to concatenate field 'modpath' (a nil value)
23:05:20: ERROR[main]: stack traceback:
23:05:20: ERROR[main]:    ...ames\minetest-0.4.12\bin\..\mods\areas\textures\init.lua:11: in main chunk
I don't want to go...
 

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Re: [Mod] Advanced area protection [areas]

by afflatus » Mon Apr 20, 2015 16:24

I'd delete and reinstall a clean copy if I were you.
I guess you've accidentally moved init.lua into the textures folder
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Re: [Mod] Advanced area protection [areas]

by ShadowNinja » Tue May 26, 2015 16:02

TheMasterAnimatronic wrote:How would i protect the entire map by default?

Just add an area that extends from -32000 to 32000 or so in all dimensions.
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Re: [Mod] Advanced area protection [areas]

by CWz » Tue May 26, 2015 16:14

is it possible for a mod to get area id? or owner name
 

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Re: [Mod] Advanced area protection [areas]

by TeTpaAka » Tue May 26, 2015 19:32

CWz wrote:is it possible for a mod to get area id? or owner name

Take a look at api.lua.
Code: Select all
areas:getAreasAtPos(pos)
or
Code: Select all
areas:getNodeOwners(pos)
seem to be what you want.
 

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Re: [Mod] Advanced area protection [areas]

by trev » Mon Jan 04, 2016 17:39

Nice Work! I'm putting this on a group survival server that I play on with my friends!
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Re: [Mod] Advanced area protection [areas]

by MangleFox70 » Fri Feb 05, 2016 13:43

freakedenough wrote:/protect <areaname> requires areas privilege
everyone has to have areas privilege
but everyone with areas privilege can build within areas from others
...
???
PROFIT

this mod seems to be useless.


This is the issue we're having on our server. Anyone know if this is a bug or if we're truly not using it right?

- All users have "areas" priv by default.
- I'll place /area_pos1 in lower corner, then fly to the upper far corner and place /area_pos2
- Then I type /protect My Area

It shows the area as protected (eg., the HUD now says "My Area (MangleFox70)") but any user can still break things in my area as if it was not protected, and they do not spawn back as I expect they should (since they're protected).

Any advice would be appreciated.

Thanks!
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Re: [Mod] Advanced area protection [areas]

by CWz » Fri Feb 05, 2016 17:50

Areas priv is the priv you give to admins not players

to enable self protect. you need to add areas.self_protection = true to the minetest.conf file
 

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Re: [Mod] Advanced area protection [areas]

by MangleFox70 » Fri Feb 05, 2016 18:36

CWz wrote:Areas priv is the priv you give to admins not players

to enable self protect. you need to add areas.self_protection = true to the minetest.conf file


CWz, I had a feeling it was something like that. Thank you so much for clarifying this--will fix it immediately!
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Re: [Mod] Advanced area protection [areas]

by MangleFox70 » Mon Feb 08, 2016 13:45

Having added areas.self_protection = true to my conf file, users still get the error that they don't have self protection ability (can't protect). In order to protect, I'm having to add the "areas" priv temporarily, let them protect, and then revoke the privilege. Is there something I'm missing? I copied that to the conf file verbatim and restarted the server, so there must be something else?

Thanks in advance for your help!!
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