Posts by james1bow

    ive been toying with a few hp/dell soc thin clients. got them for 10 usd and they only draw 10 watts. they leave alot to be desired tho. but if its only for a private server for yourself it should be ok.

    Redeye: Take a look at WTGPortals, there is a small authorization system. I can't say to what extent the plugin is finished or needs to be further developed.

    sorry for the late reply, nursing a wrist injury atm. ill get back to updating the plugins when it gets better. indeed there is a setting to set the portals public/private. when a portal is set to private it is ignored and not synced to the player on connect. this way its as if the portal doesnt even exist if its set to private.

    The problem indeed appears to be happening in the Portals plugin, as mentioned by yahwho , but in fact that seems to be just a follow-up error :thinking: According to the report you've sent, there is an error in the UnityBundleLoader plugin. This apparently causes issues when using the reloadplugins command.


    According to the log, an old version of the UnityBundleLoader plugin was used (0.0.1). I was able to reproduce the issue with that version, but it seems to be fixed with the latest version (0.0.2), so I would recommend to install the latest version of that plugin ;)

    the reload plugins command has always crashed my server. it works fine in single player tho.

    I have the plugin on my server and it's running fine so far.

    My question would be whether the area for querying whether someone is in the portal could be expanded?

    It seems to me to be very small and that you have to enter exactly a certain point :thinking:

    as soon as creating areas via api work correctly i will change how its triggered. for now i added the portal assist witch add a small collider to the portal. just walk into it until it stops you and your in the center.

    That's weird, I'll take a closer look at this issue :thinking: Thanks for the log!


    With restart, do you mean an actual server restart? Or reloading the plugins via "reloadplugins" or "rp" command?

    the reloadplugins command has no effect, i have to restart the actual server,game for sp for it to work if it would help i can get you a cleaner log

    also if i list areas before restart with an api created area i get a game crash!


    Files

    • Player.log

      (81.46 kB, downloaded 198 times, last: )

    seems areas created using the api always returns the same areaId


    both methods return same id for api areas until the sp game/server is restarted

    , areas created with creative mode return the correct areaId.

    THIS PLUGIN IS JUST FOR FUN!!!! YOU CAN USE IT ON YOUR SERVER BUT I WOULD NOT!!!

    was bored so made a small gravity plugin.


    /gravity default sets your gravity

    /gravity VALUE value has to be a float (-5.0f) default gravity is -9.81f.

    /gravity all default sets all players on the server gravity to default

    /gravity all VALUE sets all players on the server gravity


    entering other commands that start with /gravity can/will cause an error!


    again just for fun i would only use on single player worlds!


    ps.

    if you dare enter /gravity 999.99f.

    Files

    • gravity.zip

      (2.01 kB, downloaded 194 times, last: )

    A mail plugin!


    to install:

    extract the zip file to your plugins folder!


    updates:

    1.1 fixed issue with data base not being created.


    to use:

    type /Mail Box to open the ui.

    type /Mail playerlist for a player list in chat.

    type /Mail help for help


    players can also email themselves (for saving coords and such)




    Youtube video here!



    future plans:

    ability to attach a single item to the mail.

    add a place-able mail box to check for letter/packages.

    new mail notification

    admin mail all function



    Files

    is the Server.getAllAreas() not working? i beleive my code is correct but keep getting a null for start position.


    Java
    public void showareas(Player player){
    Area areas[] = Server.getAllAreas();
    for (Area area : areas) {
    Area newa = new Area(area.getStartPosition(),area.getEndPosition());
    Area3D toshow = new Area3D(newa);
    player.addGameObject(toshow);
    }
    }

    However, this is a big area (as many players areas are on his servers) and so far I've only been able to make 6 claims, which only cover one full house, part of another house and a farm plot. With the points going up each time (think its now 120 to the next claim) this is going to take a very long time.

    i believe yahgiggle mentioned adding a way for admins to give points in the future. for the time being the owner of the server can download db browser for sqlite. open the database in write mode(database.db in the plugin/worldname folder) and go to the points table and add points to the points column. then file/write changes. but, i cannot stress this enough backup the database first!

    As an example, let's take the plugins for the Rust game: in it, the plugins for teleporting home and teleporting to a saved point use different commands without a prefix. And the data about the author of the plugin is registered inside the plugin. Extra prefixes deprive of convenience when using the plugin.


    I do not think that the /sethome and /home commands will be used by other plugins that do not relate to teleport.

    using a prefix is the way to go. when a /command is used it triggers an onplayercommand method for all plugins. i ran into an issue where it was reading from the database from 2 of my plugins for every command entered. a simple fix was to add a prefix. so something like this:


    Java
    //plugin 1
    if (cmd[0].equalsIgnoreCase("/this")){
    get that database connection.
    } if (cmd[1].equalsIgnoreCase("database")){
    do something with this database
    }else{return;}
    }else{ return;}
    Java
    //plugin 2
    if (cmd[0].equalsIgnoreCase("/that")){
    get that database connection.
    } if (cmd[1].equalsIgnoreCase("database")){
            do something with that database
            }else{return;}
    }else{ return;}

    in my case it was just getting a database connection for both plugins. but if your doing something more complex you can cause errors in other plugins.

    with the above code it prevents any errors that may happening.

    also with the api being new there is alot of development going on, the odds of having multiple plugins using similar commands is quit high. in my case there will be a /sethome player position, /sethome area, and /sethome area npc so my prefix's will be /npc, /player, /Area fallowed by the sethome.