Posts by sharkbitefischer

    and area protection 3 is compatible with red's area protection they are both lua and I think area protection 3 is the upgrade to reds area protection. so it should work on both. But don't hold me to that, I am not a programmer either. :)

    this is an issue as creative and survival/pve servers have folks that build rt to the edge of the claim. I understand and agree with minotorious here. I was going to bring it up but he did a much better job then I would have done. :)


    If you need an extra body and I am available, I am willing to help test things. I really want to see how a claim inside a claim works as I only have the option for a private network. I need to know if I need to remove some areas or not.

    Possibly I do not understand. By "go to" you mean:
    1) Being physically moved from the current area to another area you select on the list? This does not seem to me very useful, as while working in a dialogue box you cannot look around or move around and then being in a point or in another makes little difference.


    2) Leave the editing of the current area and open the editing of another area you select in the list? In case, do you want changes to the current area saved automatically before switching?

    my request is number 2 I think. I wanted to leave the current editing page and open another area's editing page from the list. and autosaving changes to the first area when changing pages to edit would be good.


    Well, this IS a problem: areas can intersect freely, but what each player can do within the intersection is the (logic) intersection of the permission he has for each area; in other words, if in area 1 he can do action A but not action B and in area 2 he can do action B but not action A, in the intersection of the two areas (if any) he cannot do either action, action B because he is within area 1 and action A because he is within area 2.
    In other words yet, areas cannot have "holes", portions inside them where the area restriction do not hold, as this would make things very complex to manage for admins (and managers) and for the plug-in to compute.

    ok so the permissions of the second person in the smaller claim is dependent on the first player's permissions for the larger area and the first person's permissions are restricted by the second player's permissions in the smaller area when in the smaller area?


    after setting an area manager, is the manager position transferred to all areas thus allowing them to assist with the setting of areas/claims? or are they restricted to making changes to the existing areas only?


    When altering area dimensions, will there be an easy way to move the center point or will we have to guess and enter numbers? I would think a select center point button on the area dimension edit screen would be advised. click on the button, then maybe the window closes and you click on where you want the center point to be and the area dimension edit window reappears? Basically I want to know how we would expand a claim in a particular direction rather then expanding it in 2 directions at the same time?

    request:
    could we have a "goto area name list" button, from the edit window, when we are standing in an area? This would make hunting for a sub area claim easier by, not having to leave the mother claim to look for the subclaim's name, to be able to adjust permissions or add a player to the sub claim "only". I have several large areas that have much smaller areas inside of them that need to be able to adjust there permissions.


    how would I set up a main claim, with a sub area that I wanted another player to be able to work in, without allowing them access to the rest of the claim? and could I remove access to the smaller area for the owner of the larger area without looseing access to the smaller area by the second person?


    ATM I can not allow internet access to my test server and I need more bodies to test some of this :)

    I think I understand but have my questions and will waite to see how you are getting it to work before I ask them.



    No, only admins (and managers)


    cool, I agree on this. it prevents the normal player from deleting there claim and we have to come back and fix it. Am experianceing this with the present lua ap.




    No, at the moment. And, while possibly useful in special cases (which the admins/managers can always set up if needed), area splitting into sub-areas seems to me rather Baroque as a general concept available to everyone.

    this will be fun checking on the already set areas that are overlapping or just plain inside other areas. Although it is not often done there are still specialized areas that will need testing. Thanks for the heads up and can't waite to see what you have come up with. I will figure a way around the problem if it arises.

    I am not shure of what I am looking at but the 3rd choice looks like the better one I think.
    On the x, y cords is that the cords of the center point and the width is set in both directions from that as well as the depth? then you set the bottom and the top elevation? so for a 120x120x120 claim it would be width 60, depth 60, bottom height 60 and top height 60 measured from the center point in all directions? Or are they set from the center point as 120 and the game divides the area on both sides of the center point?


    example


    we will work from spawn with cords of 0 0 0 for ease of talking.


    with the x width being 60 does the width get placed in both directions from the point or is it split between both directions to be 30 blocks on both sides of the point?

    I almost forgot. My test server is throughing this error


    PLUGIN EXCEPTION (org.miwarre.AreaProtection, 1.0.2, Maurizio M. Gavioli aka Miwarre) ---->
    java.lang.NullPointerException
    at org.miwarre.ap.Db.getPlayerNameFromId(Db.java:839)
    at org.miwarre.ap.GuiPlayersEdit$PlayersEditPanel.<init>(GuiPlayersEdit.java:246)
    at org.miwarre.ap.GuiPlayersEdit.<init>(GuiPlayersEdit.java:78)
    at org.miwarre.ap.GuiAreaEdit$DlgHandler.onCall(GuiAreaEdit.java:256)
    at org.miwarre.ap.gui.GuiModalWindow.onClick(GuiModalWindow.java:155)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at pluginapi.PluginEventHandler.triggerEvent(SourceFile:206)
    at G.c.a(SourceFile:2908)
    at G.c.messageReceived(SourceFile:189)
    at de.jiw.network.server.core.ServerTcpChannel.onMessageReceived(ServerTcpChannel.java:97)
    at de.jiw.network.server.core.AbstractServerChannel.dispatchTCP(AbstractServerChannel.java:62)
    at de.jiw.network.server.session.TcpSessionHandler.channelRead0(TcpSessionHandler.java:79)
    at de.jiw.network.server.session.TcpSessionHandler.channelRead0(TcpSessionHandler.java:15)
    at io.netty.channel.SimpleChannelInboundHandler.channelRead(SimpleChannelInboundHandler.java:105)
    at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:362)
    at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:348)
    at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:340)
    at io.netty.handler.codec.ByteToMessageDecoder.fireChannelRead(ByteToMessageDecoder.java:310)
    at io.netty.handler.codec.ByteToMessageDecoder.channelRead(ByteToMessageDecoder.java:284)
    at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:362)
    at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:348)
    at io.netty.channel.AbstractChannelHandlerContext.fireChannelRead(AbstractChannelHandlerContext.java:340)
    at io.netty.handler.codec.ByteToMessageDecoder.fireChannelRead(ByteToMessageDecoder.java:310)
    at io.netty.handler.codec.ByteToMessageDecoder.channelRead(ByteToMessageDecoder.java:284)
    at io.netty.channel.AbstractChannelHandlerContext.invokeChannelRead(AbstractChannelHandlerContext.java:362)
    at io.netty.channel.AbstractChannelHandlerContext.access$600(AbstractChannelHandlerContext.java:38)
    at io.netty.channel.AbstractChannelHandlerContext$7.run(AbstractChannelHandlerContext.java:353)
    at io.netty.util.concurrent.DefaultEventExecutor.run(DefaultEventExecutor.java:66)
    at io.netty.util.concurrent.SingleThreadEventExecutor$5.run(SingleThreadEventExecutor.java:858)
    at io.netty.util.concurrent.DefaultThreadFactory$DefaultRunnableDecorator.run(DefaultThreadFactory.java:138)
    at java.lang.Thread.run(Unknown Source)


    here is the full log


    1531778371.log


    this error happens when you go into edit area and click on edit player.

    this sounds worth waiting for. This bug is the only 1 I can realy find so far, left. we can waite for editing the area dimensions after creation for a fix. please continue and we can come back to this later :) and the surch box will be a great addition too I think.


    I was asked to ask this question.
    Is there a way that the ability to create claim areas could be given to a non admin person or group? or is this an admin only function?

    Let us see. when you add or remove a player to an area you are required to move out of the area and back into the area for the permissions to take hold. Logging out and back in does nothing to set the permissions for the claim. if you were added to the claim you still must exit and reenter the area before you can work the claim. I did not try restarting the server.


    The ability to grief in fly mode on login has been fixed :)

    ok tnt is placable on block and pnb constructions and is lightable and blows things up. Confermed


    on login unprotected bug, you can place block constructions and objects as long as you don't move, and after moving, the area names appears and permissions return to normal. blueprints are not affected by this bug though. BPs will not create in the protected area. I didn't try setting a blueprint before moving after login. confirmed, only happens in fly mode.

    for the tnt test I placed a stick of tnt on a building and lit it. I tried all versions of the settings and the tnt set and lit all the time. I will retest to confirm.


    on the restart for activating the addition of a player, I did try moving in and out of the area to add myself to the area and I always had to restart the server to have the permissions activated.


    I have been working on a dedicated server on my internal network in multi player. I use 2 comps, 1 as server, 1 as client, to mimic my public server for testing purposes. So the occurrence of logging into a multiplayer server and the area protection not being shown until you move is what is happening. also during this time griefing can be done. As long as I don't move I can I can atleast dig dirt, I know. I will test on other things like laying block and such.


    on the scrolling of the lists could you make the lists scroll by holding the mouse button down on the arrow rather then clicking it from page to page? but a search function added to the lists would be great.

    ok tnt is not protected from. I managed to get the admin privileges turned off like you said. I tested just about everything and it all checks out except tnt. It will still blow holes in your buildings no matter what setting I used.


    Also when adding or removing a player from an area, it is requiring a server restart before changes are registered and work.


    also when logging in, even if you know you are in an area, it acts like there is no area until you move in any direction. example if I am on a claim that I have no permissions for and login, before I move I can dig holes in the ground at least and maybe do more then that until I move just a little bit then the area sign pops on and I am restricted from doing anything again.


    I must say it is nice to have protection from others blueprinting your stuff unless you allow it.


    Another little request. Could you make the lists able to be scrolled by hovering over it and using the mouse wheel? It would make paging through a list of 2000 names a lot quicker and not wear out our mouse buttons by clicking on the down triangle as well as not give us carpel tunnel ? :) or maybe even the ability to use pgup and pgdwn to scroll through the lists would be sufficient.

    Why does my dedicated server not connect to my hammachi? I have tried everything I can think of. I need to test a few things with another player but my internet service won't forward ports so hammachi is my only other solution.


    I have tried lan mode on and off, setting the server to the hammachi ip, leaveing the server IP blank. I am getting frustrated. please help.

    GTX charges 4 pounds sterling, about 6 dollars us a month for a 12 spot server and I believe they have a smaller packadge too.


    although if you have a second comp it is easy to set up a server on your own network. And if you want to share it with others, it is not hard to forward the ports to give access.


    also, if you can not forward ports, there is the hammachi solution to share your server.