DAMN that must have taken a while! such detail!
The guy is a real artist.
DAMN that must have taken a while! such detail!
The guy is a real artist.
you shouldn't have to add anything to the server properties. just make sure the Plugins_Enabled=True. as for the file structure it should be _NewVersion/Plugins/folder for installed plugin.
ok well that was on in the default but I removed that plug in name. Seems It works when I am in GM 1 Not sure what made it work for sure Thanks for the help. It kept me looking and corrected my mistake of putting the file name in plugin VM line. It does crash when i put in the first location name. I will work on this.
So it works nice little routine. Have to clean up some of the portals to nowhere I placed but seems to work.
Is there anyway to change the animation for the portal or any options?
Nice plug in yagiggle. You have been around a long time.
no its nothing like the old java, this one has a menu type setup, to place the first portal you hit the p key the menu opens with options, you can name the portal here and pick the color, you exit that menu then goto where you want the exit portal to be and hit the o key the portals are then set, you can edit the names or delete portals by using the command /portals in chat this opens the edit menu
No I am asking for the setup in the configure files and putting it on the server files. Again it has been a while but just putting in the files in a directory called plugins and then entering the name in server.propterties files does not seem the work. When I used to do this in the JAVA version you could do a generic call and a specific call in the routine. If you used a specific name call it had to match exactly the plugin directory. How should the files be structured in the Plugins direction and added to the server.properties file?
Sorry this is just the first time I have fooled with this on a test server with Unity. Thanks for any help in advance.
Ok It has been a long while but I cannot seem to get his plugin to work. Assuming the methodology is similar to the JAVA version with a directory in the Plugins directory and the name of the directory in the server.properties. Is that correct?
Sometimes I show such things to friends and I am astounded that they are not as amazed as I am. In their defense, they do not have the understanding of the time it takes to place the intricate details of this column head. It is a true work of art.
Im Baumenü unter " Ausrüstung " gibt es eine Taucherbrille, damit soll man unter Wasser besser sehen können.
Thank you for the suggestion of diving goggles to see under water.
I was placing piers on a dock and I noticed a bit of a hitch to make them look right. First of all nothing shows through the surface if you are placing it. A pier being placed and lowered will disappear at the surface of the water. That is you cannot see anything below the water of the part being placed so you cannot tell if it will hit bottom.
Second when you are trying to attach an extension under water, you can fly under water to get to it but everything is distorted or blurry. Once you hit manual place button to freeze the block and manipulate it you can only see where it is while under water.
It is not that you cant place it but you cant tell exactly where it is going to land and if you have to extend it you have to do that underwater with the distorted view.
The other thing I would like is to be able to manually enter Steam IDs of players to an area or group when they are offline. In the old JAVA routine I could edit the database to add them from the list of players that joined the server. Not sure how to do it but that way the admin guys dont always have to be online when people visit.
I am sure the claim area will somewhat relieve this requirement but still manually adding a player that is not online to a data set is important.
So here is a question. Can you link Group Protections and Area Protections together? If I wanted to say that anybody with a certain group protection could have the protection rights of that area selected? This might eliminate the need for assigning a group of players one and a time to an area. Just an idea. Then the group leader could add players if they had that permission. I know the area leader could be set that way but just wanted to discuss another means of linking permissions for groups.
Display MoreI don't know how else to explain it
Example:
You draw an area for a player XYZ. This area then gets the name XYZ and the permissions for visitors (visitors are visitors - no matter what area; that's why you don't need 1, 2 or 3 of them).
If you don't assign permissions to the area, then it's basically like the rest of the world for the players.
Then go to “Add player” in the menu and add player XYZ to this area and then select the owner permissions for him.
So everyone except him is a visitor to this area.
All permissions stored in the Permissions/Area folder can be selected when creating an area. Both for the area itself, or for players.
The areas created in the game are stored in a database in the world folder.
No thanks for sticking it out. I think I understand it. For owners of an area I can give them an Owners.json which to me is a group unless I want each areas to have different owners rights in different areas. So right now I assume and start testing these .json files; owner, coowner,squadmate,visitor,adversary (PVP rights). I can modulate the squadmates and advesary rights if needed with further definition files. Thanks again.
PS it was the "selected when creating an area. Both for the area itself, or for players." I am assuming that I get the selection for rights when I select Add Player. This is true the visitors can be any name file and you choose it. Anybody that is not assigned other rights in that area only get the visitors file by default. Players have to be online to add and come up in the roll around menus when using F8 (2) area selection tool in Creative Mode.
Display Moreno (at least not for me) ... more like this:
/permissions/areas/visitors.json
/permissions/areas/owner.json
/permissions/areas/friend.json
/permissions/areas/admin.json
For me, each area is given the authorization of a visitor (who is allowed to do almost nothing except look).
Only when you add a player are they assigned a different special authorization according to their status.
So all areas have the same permissions? It is sort of a group permissions where each area will have to have its own visitor1 visitor2 for area1 and area2
I just don't understand why this is so confusing so let me change to an example driven conversation. What does the directory look like?
Something like this?
/permissions/areas/area1.json
/permissions/areas/area2.json
/permissions/areas/area3.json
I believe the old java program kept the parameters in a SQLDatabase. Players ID, Area name and such were in the database. So if I want each area to have different parameters available then I have to populate each .json file and the name of the file (area1.json) is sorted and picked up by the program to assign permissions while they are in the areas.
Is this the correct concept?
After you have created an area, you can assign it permissions that affect everyone who enters the area (as long as they can enter it; which you can also turn off).
Such a permission file could be called Visitor .json, for example.
Players can then be assigned to the area with their own/other permissions. But they have to be online to do that.
So the program basically knows who owns the area and how to treat everyone else.
So the protection is quasi group related and not area related?
While I appreciate the resource. It is not what I am asking. The question is how does the program know which area is being protected? Is the file name the same as the area.json?
I am used to the old JAVA plugin for areas that created the permission file for the area and you just editted it. However, the new version system seems to be not area centric but rather group, playername or some random type of system. So do I create a file .json that has the same name as the area to insure that players have the right permissions or do I make up some quasi-group.json that players are given when they enter that area? Are their files for each area or files for each type of permission in areas? What would these file name look like?
People on my server do not see the horse I am riding on?
Thanks Red51,
what is the object name of the bread oven?
It's resolved. Read my last reply.
Ok good I could not discern from those comments if it was or you just did it. I had an issue with Pingperfect when they first put up the server as the Unity version it has an improper template and didnt work. It took them about 12 hours and several back and forths to resolve but they know how to do it.
I have a server on Pingperfect. Not sure what your question is here.