Posts by angriff
A new update is now available, introducing seasons and more!
Latest hotfix: 0.8.0.1 (2024-12-20)
Latest hotfix: 0.8.0.1 (2024-12-20)
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Will cats and dogs be added to the animals?There are foxes or wolves in the North. But what I want to know if there will be Parachuting Dogs.
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Ok seems to work might have toggled gm 1. I do it a lot.
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Bettermethod for me seems to be
Long UID = Long.valueOf(event.getPlayer().getUID());
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You should use;
The UID is a String there is no reason to convert it to a long, unless you are planning on doing mathematical functions on it?
Longs aren't needed, the UID, albeit looking like a number, is an ID an not a number.
If you really wanted to use longs though you can cast a String to a long.
However, I do not recommend casting the UID.
Well the old code pulls the long from a database file and passes them to subroutine so it is used similar to mathematics in how it is used to identify and pass numbers identifying lines in a database file. So it just becomes a bunch of lines that need to be adjusted. Switch the lookup to String now makes these pulls and subroutine passes incompatible long /string lines.
It can be converted, I get it. It seems like the easiest method. The String just creates an incompatibility with old game java subroutine passes and reads that seemed unnecessary (albeit Red51 gave his acceptable reasons). The example is wrong in JAVADOC and should be adjusted.
A passing line example;
Long UID = event.getPlayer().getUID();
(result.getLong("UID")
long amount = value.Costing(UID); //this line will flag a Long/String error if UID is changed to String. Long amount is used in math routines.
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No biggie. I can convert it in the old code or use it as is. I just wanted to bring attention to the wrong example being wrong.
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if your admin they will run away, if your using the api to place them you can make them alerted and stay that way.
Well I am always an Admin but they do attack me when I first log on. I am using the in game command line ` placenpc lion2 or lion <blank>
This is on a multiplayer server. It is possible that was in creative mode as very often I am in GM1. I will retest.
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i believe it has something to do with non steam versions of the game. not sure the data type the standalone version uses. if the game was to sell on another site their id system may be different. storing the value as a string would be more usable.
You can get a non Steam key to run the game. I have players on my server that only have about 7 digits in their UID recorded in the Database. But that has nothing to do with the issue.
In the JAVA version the player.getUID() pulled the Steam ID and it was a (long) return. Now it is a (String) return The example javadoc points to String in the declaration then uses it as a (long) return. But when I use the term (or exact routine in the javadoc example) I get an error flag that the string cannot be converted to a long. That means I have to read it as a string and convert it to use it as a long for my old routines and database writes or convert all the lines to look for and write a string.
I mean maybe I am reading too much into it but seems it changed from the JAVA days from a Long to a String in the Unity API.
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getUID
public String getUID()
Gets the globally unique ID of the player. This ID will never change, even if the player joins another server. For Steam users, this method returns the SteamID64.
Returns:
the globally unique player ID as a string.Example: Display the UID of the player1
//The UID is a 64 bit number, so we have to use a long
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long playerUID = player.getUID();When I try to use this example I get an error flag that A string cannot be converted to a Long? The JAVADOC uses public String when discussing it then the example shows long. I guess I can convert it but wanted to get clarification.
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did you make sure the that the API jar is still in the sdk folder?
yes.. and I verified the files with Steam which would have corrected a corrupted file. All is well thanks for the reply.
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Was going through some old JAVA projects to update them and came across this issue. The Player UID which used to be the Steam ID (and still is) is no longer a long but a string. Why is this?
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Nevermind I had to delete link and re-link the jar file for the library (Using Netbeans resolve problem) in my game directory after verifying files with steam. Not sure what changed but seems to be ok now. Just posted this incase somebody does a search for this issue.
It could have been an older JAVA game project had a bad link.
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Suddenly NetBeans has totally lost all links to the API. I cannot add the RisingWorld and I cannot delete it. Every project now shows it cannot find the Rising World API. Any ideas?
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I planted a couple of lions in a Colosseum to eat Christians so to speak. I noticed if I spawned in and got near the lions they roared and charged me. If I ran away and came back they were docile and never targeted me again for attack. I even hit them with a hammer and they ran away like cows. Is this a bug or is there some way we can keep the aggression on? I logged out and immediately relogged in and they began the same sequence of attack when they saw me and docile if I left and returned.
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Unfortunately there is no option to take everything at once... we been thinking about adding a button for this, but maybe it's annoying if someone presses it accidentally? But it's possible to add such a feature through the Plugin API, as mentioned by james1bow
Right now the fastest way to move the items is via shift + click (but that's still necessary for every single item)...
In a PVP world getting your gear before someone else is important. Getting it put back on and in your inventory in a hurry can mean the difference between a successful and enjoyable game versus a continual death trip and failure in a dangerous area.
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Can we recover these old posters .cimg files or do we have to reload all the posters?
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I stop the server and look at the database move it to a local via FTP. Edit it with DbBrowser and rewrite it to save changes. Then I move it back to the server and restart. It works fine after that with new group. But when I use setofflineplayergroup it does not change it.
However this does mean we can read and write to the database online in a routine. It should not be too bad
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Has anyone tested the in game command ~ setofflineplayergroup? I tried it but it did not modify the player database group ?
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Just ran into an issue. I have visitor permissions for people to look around but not destroy things. When I gave someone area ownership they could do all kind of things but when they dug out of their area they could not dig anymore. They reverted back to visitor group. I will have to figure something out.
Ok the world still has the player database and you can edit it manually like the old style.
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lol yeah, but the default playergroup is pve so this code also changes their player group to pvp when they enter a pvp area and to pve when they leave a pvp area as well as letting they player know when they are in and have left a pvp area
this should be doable already tho ive not tested it. groups miner1, miner2 and miner3. in the plugin do something like use
playerdestroyterrainevent if(terrainid==goldoreidhere){
if(player.getPlayerGroup().equals"miner1") {event.setCancelled}
That is pretty tedious turning off each permission for each class of player when you used to just have one file that determined class permissions. I even turned off PVP for new players who started as Farmer1 so that they could live in peace until they got used to it but they could not grow some crops nor hold or craft a sword. I think setting up several permission files and assigning permissions based on group will work if they are named in the files. The area switching will be necessary evil that may just take duplicated permissions files. We will see.
Thanks for the input and brainstorming it certainly gives me options over the wall of what changed from the unity style permissions.
Anybody know where permissions for players is stored now?