[Mod] Protector Redo [2.6] [protector]

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ratmix
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Re: [Mod] Protector Redo [2.0] [protector]

by ratmix » Mon May 01, 2017 20:32

Protector Stick issue:

Just downloaded the latest version. The protector wand is undefined...
Image

In the logs...
Code: Select all
ERROR[Server]: Item "protector:stick" not defined


I used the old mintest-protector before and the stick worked, if that's of any consequence.
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Re: [Mod] Protector Redo [2.0] [protector]

by Andrey01 » Tue May 02, 2017 18:16

What is protector stick that you said?Here are only protector logo, protector blocks, protector doors and protector chests.
DL9Eh7xVBw7DXwLAMX1lStE21bSD2XUQ
 

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Re: [Mod] Protector Redo [2.0] [protector]

by ratmix » Tue May 02, 2017 22:33

Sorry, I have two different protector mods running & conflicting.
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Re: [Mod] Protector Redo [2.0] [protector]

by TenPlus1 » Fri Jun 02, 2017 20:10

Notice:

- protector.drop feature has been disabled, can easily be exploited using lag.
 

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Re: [Mod] Protector Redo [2.0] [protector]

by redblade7 » Sun Jun 04, 2017 11:05

After upgrading to 0.4.16, the latest version of Protector Redo gives this error:

.../games/minetest_game/mods/protector/init.lua:655: 'end' expected (to close 'function' at line 265) near '<eof>'
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Re: [Mod] Protector Redo [2.1] [protector]

by TenPlus1 » Sun Jun 04, 2017 19:31

Updated to version 2.1:

- Added 'protector_night_pvp' setting which enables pvp in all areas at night time only, all except protected spawn.
 

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Re: [Mod] Protector Redo [2.2] [protector]

by TenPlus1 » Mon Jul 03, 2017 08:37

Updated to version 2.2:

- Protector Tool now works within 2 blocks of a protection node so you don't have to stand on top of it anymore :) It can also place vertically by looking up and down.
- Protector recipe changed, use gold ingot isntead of steel, place protector itself in crafting to switch between block and logo.
 

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Re: [Mod] Protector Redo [2.2] [protector]

by KzoneDD » Fri Jul 07, 2017 19:07

Hiya; any idea why the server crashes with ... init.lua:159:find_nodes_in_area(): area volume exceeds allowed value of 551368?
 

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Re: [Mod] Protector Redo [2.2] [protector]

by auouymous » Fri Jul 07, 2017 20:28

KzoneDD wrote:Hiya; any idea why the server crashes with ... init.lua:159:find_nodes_in_area(): area volume exceeds allowed value of 551368?


Is protector_radius greater than 40?
 

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Re: [Mod] Protector Redo [2.2] [protector]

by KzoneDD » Sat Jul 08, 2017 12:49

It was. Then tried 30, still crashes. Then tried 16... no crash so far.
 

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Re: [Mod] Protector Redo [2.2] [protector]

by auouymous » Sat Jul 08, 2017 17:55

KzoneDD wrote:It was. Then tried 30, still crashes. Then tried 16... no crash so far.


What was the crash message at 30?

551368 = 82^3 (diameter = 82)
A radius of 40 should have a diameter of 81 (40+40+1) and be within that limit.
 

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Re: [Mod] Protector Redo [2.2] [protector]

by Animetrom » Tue Jul 18, 2017 18:38

Hello!
I can not craft the Protection Logo (protector: protect2).
Could you correct it, please?
 

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Re: [Mod] Protector Redo [2.2] [protector]

by TenPlus1 » Wed Jul 19, 2017 06:00

Place protector:protect (block) into crafting bench to give protector:protect2 (logo) and vide versa.
 

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Re: [Mod] Protector Redo [2.2] [protector]

by ektor » Sun Jul 23, 2017 18:54

hi, I have a question about the protection of the spawn zone. How can I allow players to build or interact on it (spawn), without give them too much privilege and destroy other player's protection ?
I think about the priv "delprotect" but it seems too much to my taste... maybe "protection_bypass" ?

And there is no more the "protector_drop = true" setting ?

Edit : sorry i miss this :
TenPlus1 wrote:Notice:

- protector.drop feature has been disabled, can easily be exploited using lag.
Last edited by ektor on Mon Jul 24, 2017 11:07, edited 1 time in total.
 

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Re: [Mod] Protector Redo [2.2] [protector]

by TenPlus1 » Sun Jul 23, 2017 19:49

Typically the server owner builds spawn first (with help) before using spawn protection... The 'delprotect' priv was deprecated and replaced with 'protection_bypass' which does the same, and protector_drop mode was removed as players misused it to cheat in duplicate items on occasion.
 

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Re: [Mod] Protector Redo [2.2] [protector]

by ektor » Mon Jul 24, 2017 07:00

TenPlus1 wrote:Typically the server owner builds spawn first (with help) before using spawn protection...

OK, It's what I do in the first server I put inline. So, we try to prepare a spawn-zone to put it after with Worldedit.

TenPlus1 wrote:The 'delprotect' priv was deprecated and replaced with 'protection_bypass' which does the same, and protector_drop mode was removed as players misused it to cheat in duplicate items on occasion.

OK, thanks fot those explanations.
 

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Re: [Mod] Protector Redo [2.3] [protector]

by TenPlus1 » Sun Sep 03, 2017 09:57

Updated to version 2.3:

- Localise many of the global functions used inside mod
- Tidy code
- Update readme file with protector tool instructions
 

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Re: [Mod] Protector Redo [2.3] [protector]

by acidzebra » Sun Sep 24, 2017 11:35

Cool mod, does exactly what it says on the tin and does it very well. Thanks!

As an experiment I made a change in the pvp.lua script
Code: Select all
if minetest.is_protected(pos, hitter:get_player_name()) then

to
Code: Select all
if not minetest.is_protected(pos, hitter:get_player_name()) then


This inverts pvp - people can only pvp inside the area of a protection block (with some weirdness where owners can be hit but they can't hit others while two non-owners can go ham on each other as expected, I think that will disappear once I create specialized "pvp blocks" for these areas)

My general idea is to have a largely non-pvp world with dedicated pvp arenas and areas (like warcraft PVE servers), possibly granting people specific weapons and armor upon entering and removing them when leaving. Maybe even have tournaments - last man standing etc.
 

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Re: [Mod] Protector Redo [2.4] [protector]

by TenPlus1 » Mon Oct 09, 2017 13:00

Updated to version 2.4:

- Using newer functions, requires Minetest 0.4.16 and above to run.
 

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Re: [Mod] Protector Redo [2.5] [protector]

by TenPlus1 » Sat Nov 11, 2017 13:00

Updated to version 2.5:

- Added HUD text to show when inside protected area (5 second update)
 

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Re: [Mod] Protector Redo [2.5] [protector]

by Lone_Wolf » Mon Nov 20, 2017 17:06

Love the mod and the update!
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Re: [Mod] Protector Redo [2.5] [protector]

by Sokomine » Fri Dec 15, 2017 23:42

The protector mod(s) and I, we just never get along. Trying to add something that is smaller than one protector or overlaps with another protected area does not work well (to say it mildly).

Idea to fix that: Add a command that takes a volume (i.e. as defined by WorldEdit), lists the positions of protectors that are either in this volume or at least active there, and that allows to add or remove a player from all your protectors that affect that volume. Protectors are after all no easter eggs. People have better things to do then hunt down the last forgotten protector that interferes with a project.

A command to check if all inside the marked volume is actually protected by the player would also be very helpful.
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Re: [Mod] Protector Redo [2.5] [protector]

by auouymous » Sat Dec 16, 2017 07:07

Sokomine wrote:Add a command that takes a volume (i.e. as defined by WorldEdit), lists the positions of protectors that are either in this volume or at least active there, and that allows to add or remove a player from all your protectors that affect that volume.


It would probably need to be an admin/mod only feature because a large area might need to add numerous forceloaders, find all protectors in that area and then remove the forceloaders. Iterating over the list of found protectors and adding players is easy at this point.

Sokomine wrote:A command to check if all inside the marked volume is actually protected by the player.


This requires the same code as above but each protector cuts away at the volume in something like an octree, the report the uncut regions. A little bit more intensive than the first feature.
 

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Re: [Mod] Protector Redo [2.5] [protector]

by Sokomine » Sun Dec 17, 2017 20:16

auouymous wrote:It would probably need to be an admin/mod only feature because a large area might need to add numerous forceloaders, find all protectors in that area and then remove the forceloaders. Iterating over the list of found protectors and adding players is easy at this point.

You're right - even a smaller area might need forceloading. The volume the command is able to check could depend on weather it's a normal player (-> only check a small volume) or someone with an appropriate priv.
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Re: [Mod] Protector Redo [2.5] [protector]

by SaKeL » Mon Jan 08, 2018 17:12

Hi, how can i override is_protected with my mod so protector.flip will be disabled only from my mod - normally its enabled. Right now im flipping every time i check for is_protected :/
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