[Mod] Protector Redo [2.0] [protector]

Fixerol
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Re: [Mod] Protector Redo [1.6] [protector]

by Fixerol » Thu Dec 24, 2015 20:53

Added protector_drop and protector_hurt settings to minetest.conf

Excellent :} This is excellent feature, thank you very much. Must have.
 

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Re: [Mod] Protector Redo [1.6] [protector]

by firefox » Fri Dec 25, 2015 21:58

that killed 1 of my ninja skills, but on the other hand: it is now impossible to sneak into the Inner Sanctum without finding the hidden entrance, yay!
 

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Re: [Mod] Protector Redo [1.6] [protector]

by everamzah » Fri Dec 25, 2015 23:13

I haven't tried this yet, but what do you do when a player has a lot of armor and HP, as well as multiple tools? When one drops, they could switch to any other.
 

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Re: [Mod] Protector Redo [1.6] [protector]

by firefox » Sat Dec 26, 2015 16:08

everamzah wrote:I haven't tried this yet, but what do you do when a player has a lot of armor and HP, as well as multiple tools? When one drops, they could switch to any other.

usually you can't switch tools fast enough before the digged blocks are replaced.
 

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Re: [Mod] Protector Redo [1.6] [protector]

by TenPlus1 » Sat Dec 26, 2015 20:39

..and if you switch tools while one is dropping you may lose the 2nd tool completely :) muhahahah
 

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Re: [Mod] Protector Redo [1.6] [protector]

by Fixerol » Sun Dec 27, 2015 00:40

firefox wrote:
everamzah wrote:I haven't tried this yet, but what do you do when a player has a lot of armor and HP, as well as multiple tools? When one drops, they could switch to any other.

usually you can't switch tools fast enough before the digged blocks are replaced.


This requires very good skill, weak blocks and computer :}. Also, if by some megaluck intruder gets inside, his tools will be on outside, there will be probably owner, not far from here, with some swords to kill him and gather his tools :}
Also, if all goes well, there will be owned steel trapdoor in MTG, yes, that will protect some known weak spots *cough* and you will have complete safety :}

I will try to break into some Xanadu houses just for test (the noob way :}).
 

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Re: [Mod] Protector Redo [1.6] [protector]

by Dragonop » Sun Dec 27, 2015 02:48

I will try as well, but I will ask the owner for permission first hehe

Edit: it's possible, if you have some skill and fast fingers you are able to, but most of the times you will leave your tools behind, so finding a weak spot, and using steel/bronze tier tools is what trespassers might do (if smart enough).
Roofs are still really weak tho :p
You could use a tool to break the roof, you drop inside, and then you use another tool to get your fist tool back (clicking, because it won't fall).

Edit2: sorry TenPlus1 for posting this here, but it might help you improve the method, I hope.
 

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Re: [Mod] Protector Redo [1.6] [protector]

by amadin » Sun Dec 27, 2015 09:06

You posted new advice to griefers here, you must wrote this to private message only. I hope you will remove your last message.
 

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Re: [Mod] Protector Redo [1.6] [protector]

by Dragonop » Sun Dec 27, 2015 11:30

-nvm, no explications needed-
 

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Re: [Mod] Protector Redo [1.6] [protector]

by Fixerol » Sun Dec 27, 2015 13:20

Steel trapdoor will fix weak spots :}
 

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Re: [Mod] Protector Redo [1.6] [protector]

by amadin » Sat Jan 02, 2016 18:56

Did any way to disable pvp only for player owned protected areas, but not for all protected areas in the world?
 

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Re: [Mod] Protector Redo [1.6] [protector]

by maikerumine » Wed Jan 06, 2016 06:50

Hi Ten,
mods\protector\init.lua:218: attempt to index local 'player' (a nil value)
I noticed a bug with the protector when tnt or a mob explosion occurs while set damage and drop tool is used.
The protector call: "is_protected" is asking for a player name where an entity such as tnt isn't a player therefore the game crashes.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2016-01-05 22:29:19: ERROR[Main]: UNRECOVERABLE error occurred. Stopping server. Please fix the following error:
2016-01-05 22:29:19: ERROR[Main]: Lua: Runtime error from mod '' in callback luaentity_Step(): ...ER\bin\..\games\extreme_survival\mods\protector\init.lua:218: attempt to index local 'player' (a nil value)
2016-01-05 22:29:19: ERROR[Main]: stack traceback:
2016-01-05 22:29:19: ERROR[Main]:    ...ER\bin\..\games\extreme_survival\mods\protector\init.lua:218: in function 'is_protected'
2016-01-05 22:29:19: ERROR[Main]:    ...SERVER\bin\..\games\extreme_survival\mods\esmobs/api.lua:768: in function <...SERVER\bin\..\games\extreme_survival\mods\esmobs/api.lua:255>

In thread 34b0:
/home/stefan/mt-build/build/minetest/minetest/src/server.cpp:505: step: A fatal error occurred: Lua: Runtime error from mod '' in callback luaentity_Step(): ...ER\bin\..\games\extreme_survival\mods\protector\init.lua:218: attempt to index local 'player' (a nil value)
stack traceback:
   ...ER\bin\..\games\extreme_survival\mods\protector\init.lua:218: in function 'is_protected'
   ...SERVER\bin\..\games\extreme_survival\mods\esmobs/api.lua:768: in function <...SERVER\bin\..\games\extreme_survival\mods\esmobs/api.lua:255>
 

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Re: [Mod] Protector Redo [1.6] [protector]

by TenPlus1 » Wed Jan 06, 2016 08:48

This bug has been fixed already, please download latest version of mod from github page :)
 

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Re: [Mod] Protector Redo [1.6] [protector]

by maikerumine » Thu Jan 07, 2016 05:20

TenPlus1 wrote:This bug has been fixed already, please download latest version of mod from github page :)

THANK YOU!!! :-) This help save me sooo much grief chasing around my tail. lol
 

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Re: [Mod] Protector Redo [1.6] [protector]

by TenPlus1 » Sat Jan 09, 2016 09:57

Quick update:

- Tweaked code to be less buggy for violation item drop.
- A few performance tweaks.
 

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Re: [Mod] Protector Redo [1.6] [protector]

by amadin » Mon Jan 25, 2016 20:19

Somebody remove protected blocks by tnt, I noticed this even before the addition of item drop feature, but i still can't find this player. Are you sure about right work tnt with protector with some public server lag? 0.4.13 stable
 

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Re: [Mod] Protector Redo [1.6] [protector]

by TenPlus1 » Mon Jan 25, 2016 20:42

Quick update:

- Added on_blast to stop tnt destroying protection.
- Fixed protector overlap bug.
 

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Re: [Mod] Protector Redo [1.6] [protector]

by amadin » Tue Feb 09, 2016 19:56

I saw player towngamer while he opening and close my protected door and showing protector grid of my protector logo, but he don't added to it and don't have delprotect privilege.
Last version of protector_redo, 0.4.13 stable.
 

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Re: [Mod] Protector Redo [1.6] [protector]

by TenPlus1 » Tue Feb 09, 2016 20:20

Just tested protection and a player NOT on the protector list or that has 'delprotect' priv cannot open a protected door, chest or protector itself. Will keep looking as to why this happened.

Updated to version 1.7:

- Added an edited version of the old WTFPL doors mod to fix protected doors.
- Added protected trapdoors (wood and steel) (trapdoor + copper ingot = protected)
 

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Re: [Mod] Protector Redo [1.7] [protector]

by SaKeL » Sat Feb 13, 2016 23:17

server is crashing
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
2016-02-14 00:13:02: ERROR[main]: ========== ERROR FROM LUA ===========
2016-02-14 00:13:02: ERROR[main]: Failed to load and run script from
2016-02-14 00:13:02: ERROR[main]: /root/.minetest/mods/protector/init.lua:
2016-02-14 00:13:02: ERROR[main]: /root/.minetest/mods/protector/doors_chest.lua:45: attempt to call field 'register_door' (a nil value)
2016-02-14 00:13:02: ERROR[main]: stack traceback:
2016-02-14 00:13:02: ERROR[main]:    /root/.minetest/mods/protector/doors_chest.lua:45: in main chunk
2016-02-14 00:13:02: ERROR[main]:    [C]: in function 'dofile'
2016-02-14 00:13:02: ERROR[main]:    /root/.minetest/mods/protector/init.lua:532: in main chunk
2016-02-14 00:13:02: ERROR[main]: ======= END OF ERROR FROM LUA ========
2016-02-14 00:13:02: ERROR[main]: Server: Failed to load and run /root/.minetest/mods/protector/init.lua


UPDATE
Never mind pulled the repo and now protector mod is working, but mydoors mod is broken...still looking for the 'register_door' variable
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Re: [Mod] Protector Redo [1.7] [protector]

by SaKeL » Sun Feb 14, 2016 01:53

This took me a while, but it's not related to this Mod... it's the new "mesh" doors in minetest_game, had to revert all the new changes related to the new mesh doors...

https://github.com/minetest/minetest_ga ... its/master
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Re: [Mod] Protector Redo [1.7] [protector]

by TenPlus1 » Sun Feb 14, 2016 07:57

I had to include a basic version of the old doors mod inside Protector Redo to fix all of these errors with the new doors mod... Works now but I can only imagine other mods with same problems.
 

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Re: [Mod] Protector Redo [1.7] [protector]

by SaKeL » Sun Feb 14, 2016 11:09

yes there should be some fallback for all the mods :/ i have mydoors and messecon mod complaining about the same error.
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Re: [Mod] Protector Redo [1.7] [protector]

by amadin » Fri Feb 26, 2016 17:58

Propose allow dig a player who was been added at least in one of protectors, if protectors intersect.
 

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Re: [Mod] Protector Redo [1.7] [protector]

by Don » Fri Feb 26, 2016 19:10

I encluded the old doors mod in mydoors as well. I do believe that someone is working on a fix for this.
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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Re: [Mod] Protector Redo [1.7] [protector]

by TenPlus1 » Fri Feb 26, 2016 19:58

The latest daily build has backwards compatibility for old doors now it seems, will try it soon :)

Update: Door group removed from protected doors so that x-decor mod cannot open them and cause errors.
 

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Re: [Mod] Protector Redo [1.7] [protector]

by Rihu » Wed Mar 16, 2016 21:23

I have this problem with this mod,
2016-03-16 22:17:04: ERROR[main]: Error from Lua:
2016-03-16 22:17:04: ERROR[main]: /home/rihu/.minetest/mods/protectormaster/init.lua:3: '<name>' expected near '='
And idon't know how to solve it!
 

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Re: [Mod] Protector Redo [1.7] [protector]

by KCoombes » Thu Mar 17, 2016 11:11

Rihu wrote:I have this problem with this mod,
2016-03-16 22:17:04: ERROR[main]: Error from Lua:
2016-03-16 22:17:04: ERROR[main]: /home/rihu/.minetest/mods/protectormaster/init.lua:3: '<name>' expected near '='
And idon't know how to solve it!



rename your folder without "master".....
 

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Re: [Mod] Protector Redo [1.7] [protector]

by poikilos » Wed Mar 23, 2016 20:58

Digger can still get inside block before remade. This can be prevented by walls that are 2-thick usually, but roof is still too easy to get further inside one block at a time (3-thick roof failed). Please add the following under the "if not protector.can_dig..." condition:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
      --prevent digger from getting inside broken roof block before recreated:
      if player then
         local player_pos = player:getpos()
         local push_distance = 1.0
         local push_x = 0.0
         local push_y = 0.0
         local push_z = 0.0

         if player_pos.y > pos.y then
            push_y = push_distance
            --do not push other way or player will probably go under ground
         end

         player:setpos({x=player_pos.x+push_x, y=player_pos.y+push_y, z=player_pos.z+push_z})
      end



I am not sure how to get the protector position, otherwise I would also set push_x and push_z. If you are able, please implement pushing player away (if i just set where player_pos < pos or player_pos > pos , the player can hit a block farther from protector and be teleported further and further into wall of house
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
         --don't use this code (teleports player further into wall toward protector if hits block further from protector that is still protected)
         if math.floor(player_pos.x+.5) > math.floor(pos.x+.5) then
            push_x = push_distance
         elseif math.floor(player_pos.x+.5) < math.floor(pos.x+.5) then
            push_x = push_distance * -1.0
         end


)

Also there is an item duplication bug when dropping something in a protected area only sometimes (but large percentage of time), so may be lag-related (please account for lag in protector.drop condition somehow).

Also, anyone can access a chest in a protected area (even locked chest seems to fail somehow).
 

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by Hybrid Dog » Thu May 26, 2016 09:38

auouymous wrote:I was aware of LBMs, on_construct and on_destruct, but what about removing the protectors from the cache/octree when the mapblock is unloaded?

You can use so called weak tables.
 

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