use /ap and a window will pop up then click on goto. Then hunt for thr area and click on it to go.
also try restarting the server. the first time seems to not get everything activated rt away.
use /ap and a window will pop up then click on goto. Then hunt for thr area and click on it to go.
also try restarting the server. the first time seems to not get everything activated rt away.
Ok , let's see if I can get it correct this time. After creating an area no area names show on the bottom left above the health bar from any area until the server is restarted. This makes it hard to edit an area since edit does not go automatically to that area's info to edit and it is needed to hunt the name in the list. I know this is not supposed to be this way but... hope this helps
Also how do you change the area dimensions after it is created? I think you need to make a dimensions button under the edit screen to be able to alter the dimensions after creation and have it an admin feature only.
next thing to figure out is your permissions system lol
just to let you know. on page 4 of the textures there is a doubled thumbnail. texture 196 shows as texture 206 in the texture list but still produces the proper texture 196. the actual Texture 206 works fine.
I appreciate your assessment of these situations and understand your responses. I like your workarounds and defer to your judgement. However you decide to deal with these things is up to you, I was just bringing them to your attention. I do think the teleport aspect should be kept to admin and management also but was willing to have the possibility open to all in the setting if so desired. Thanks for considering my ideas.
goto area
1- to the center of the claim would be good but would need fly mode to be required.
2. This is mainly for admin use but an option to allow regular players is not objectionable as long as we can turn it off for regular players if so desired.
3. colmon use would be to ease in finding a claim if needed to be removed dew to inactivity, or do an expansion or other editing.
4 A menue item "Go to area" which shows the list of areas, would be helpful as long as the coordinates are in a form easily used by the goto function in the console. The way it is now we have to switch the positions of everything and decide witch numbers have to be negative. It would seem, I would think, that a tp function would be more convieniant as well as intuitive in this case.
Search Box
a box to search for the claims would be nice but where the real problem lies with the player names list when adding a player to the claim. A search system similar to the mailing plugin would be advised where you type in a few letters of a name and it gives you a list of players, starting with that letter or set of letters, to choose from. This could be used for claim names too, but you already seem to have the claim list alphabetized.
Players Names
Question, will this plugin accept 2 part names? I mean names containing 2 or more words or will we still have to require them to remove spaces in there player names, as we do now?
Geographic coordinates:
I understand about real life conditions and use of coordinates but the game system only accepts native rw coordinates to teleport and not the normal system you seem to be using. I understand the normal system is easer to understand but if the game does not accept the cords then what good is it? We still will have to swich things around if we want to use goto to get to the claim in question. Isn't it easer just to use the same system the game uses?
Finding player names:
A search box for this was a secondary thought but it would be nice to have something like the mail system to find players, but an alpha numeric list is really all that is needed.
First off I wish to say that I like where this plugin is going. It is looking nice and is rather easy to use but,
when deleting an area there needs to be a confirmation screen to make Shure you want to delete and area. As it is you just click on a name and it is gone. This can lead to many claims being deleted by mistake and can cause areas to be lost altogether. This can cause more work for the admin not reduce it.
Also there needs to be some sort of a areatp function to get to particular claims. When dealing with 700 claims on a server it is hard to go 1 by 1 to find a particular claim. I guess we could use the coordinates with the goto console command to get around. It looks like south and east are negative numbers but it would be easer if the coordinates would be shown in RW native format.
Also when in the edit screen and you go to add a player to the area the player names are not in alpha numeric order making it hard to find player names. 1 way around this would be to add a text entry box so we can type the name desired into the box, but it would be better if we could have the list in alpha numeric order as well as having the entry box available.
if I use the rw setting for the gps it seems to be reporting proper cords now sorry for the bother.
This plugin is also activated by the smoker and barbeque. This is interfering with the cooking timer system. It is adding extra timer dings when they should not be there.
I understand about the f3 cords but it still does not explain when I am moving east west in direction, the north south numbers are moving and the east west numbers are remaining the same. I would think this would be confusing, I know it makes it hard to get around for me if I were relying on the cords.
we have an issue with blueprints and object protection. the data base is locking up every time a blueprint is being set with multiple objects in it. here are 2 log files with this incident.
This seems odd but it looks like north/south and east/west settings are swiched in the on screen read out of GPS. The east is reading south in gps and so forth. Positive is also reading negative in the readouts as compaired to the f3 readout on the first line of data.
also we have been getting this errorlog for a few days too.
errorlog_1530134442950.log
errorlog_1530223163970.log
errorlog_1530242434387.log
errorlog_1530246277849.log
all animals are having this problem. They don't like roofs over there heads ATM.
You're not alone.. I am recording right now and I've got npc's floating in the sky. I need a way to delete these guys so I can respawyoucan delete them by hand from your world db file . the npc id number is 100 I believe.
you can delete them by hand from your world db. the npc id is 100 I believe. name them so you know wich 1 it is.
The current triangles are isosceles which are wonderful but limited in their application. It would be wonderful if you could add right-angle triangles as well.
Cheers!
you can sink half of the triangle into a beam for a rt triangle and you can reduce the height to make a rt triangle too.
there is a math equation, I can't remember now, to be able to set the height of the triangle to make it a rt triangle with 2 eqial sides, but I just eyeball it myself
I don't know the specifics but yahgiggle seems to have it worked out. I think he is drawing the object id from the opening of the chest and the ID is based on the chests coordinates. Other then that you would have to ask yahgiggle about this. object protection works pretty good. If you want to see how it works come over to rosalia and I would be happy to show you around. But object protection does protect the chests everywhere on the server. It also does not work on chests placed before the plugin was installed because of no whay to tell who owns them, but that could be solved by being in the claim area. The object would be assigned to the owner of the claim.
sorry if I but in but why not use the f key to identify the chest or furnace or crafting table like yahgiggle does in the object protection plugin. it is on a timer to make the command so it doesn't just sit there and wate. You have to reactivate it with the f key after 30 sec or so. On my server we find it works very well. since we use the f key for activating things, opening doors, and chests, it should be fairly intuitive. Also, just a suggestion, please take into concideration the chests that were placed before object protection was placed.
use the rifle. even underground it works, it is just slow. if you made it invulnerable you must undo that first.
also if you have been teleporting in and out near your mount, it may have fallen through the world and died or got caught on a tunnel or a dungeon. the way to check that is go into fly mode where you last saw the mount and look under ground. If you find it down there all you have to do is get in the saddle and tp home or wherever. To slow this down just make shure all the animals are far away from your tp spots. This happens to all animals by the way.
I placed several pigs down and built a block pillar in the midle of them and there behavior did not change. I even hung around for a while and nothing out of the ordinary happened. I even turned gm1 off and the same, no difference in motion. I am not saying you aren't having problems since I have been running across many anomalies recently. Many things seem to fix themselves with a server restart or by restarting my client. The only time I have seen this behavior is in an older version of animal breed master, and yes they took off walking fast and all were pointed at spawn.
I just had a server restart and after the server restarted me and my mount can teleport through portals. Don't know what happened but it fixed it's self. I did stay mounted.