[MOD] BasilMod::RestZone - Heal your Gladiators!

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Osovich
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Osovich » 17 Apr 2016, 13:47

Greetings, Vasily!
I have found a bug in the mod.
When I go to RestZone and it is triggered, a window appears "the judgment hour is over".
Screen:
Spoiler

This window appears every time after you restart the server and enter RestZone.

After that, you cannot interact with objects, such as open - close gate. The objects thrown on the ground disappear.
The main.cs file looks like this:
exec("scripts/root.cs");
exec("BasilMod/pack/pack.cs");
exec("BasilMod/RestZone/RestZone.cs");

To date, the mod worked on the test server. Today I updated the database file and the cache is updated in two folders:
1. \data\passabilityMaps\cached\w1
2. \data\terrains\cached\w1


Energon
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Energon » 19 Apr 2016, 17:59

how do i find the coordinates i want to use for this?

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Custodian
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Custodian » 19 Apr 2016, 22:09

Energon wrote:how do i find the coordinates i want to use for this?

You can use coords output from other mods, such as safezone, or teleport


Halvdal
 
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Halvdal » 04 May 2016, 00:26

Restzone is working perfectly but it seems that it doesn't work if you are in a unit.

Edit:
Is there any server or client command for healing other palyers?

Edit2:
You have to relog because the restzone is broken the unit :(


Everettham
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Everettham » 09 May 2016, 00:46

Amazing job with the mod! I did have a question but I appear to have found the solution. I had thought it would continue healing me even if someone damages me in the restzone but I was wrong. It will work wonderfully regardless for what I have in mind.


Ditmar
 
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Ditmar » 20 May 2016, 11:09

the mod is he going to be updated?

Unable to post what i find function

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Custodian
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Custodian » 20 May 2016, 11:12

Ditmar wrote:the mod is he going to be updated?
Unable to post what i find function

I don't understand your question.

This mod is compatible with current LiF:Yo server patch 1.1.1.15.


Ditmar
 
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Ditmar » 20 May 2016, 11:30

I was unable to configure I do not know how to create the zone

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Custodian
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Custodian » 20 May 2016, 11:46

Ditmar wrote:I was unable to configure I do not know how to create the zone

First post contains server-side installation and configuration instructions under the spoiler. Follow those steps.


Grimmy347
 
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Grimmy347 » 31 May 2016, 22:39

Custodian wrote:
Ditmar wrote:the mod is he going to be updated?
Unable to post what i find function

I don't understand your question.

This mod is compatible with current LiF:Yo server patch 1.1.1.15.



does this include the client side 1.1.1.15? Thanks!

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Custodian
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Custodian » 01 Jun 2016, 06:03

Grimmy347 wrote:does this include the client side 1.1.1.15? Thanks!

As the description states:
Head post wrote:This is server-side only mod, no client modification required.


Hieve
 
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Hieve » 14 Oct 2016, 05:20

hello there,

great mod so far.

i came up with a ugly detail, not really a problem :

-on entering the rest zone GM Mode gets deactivated
Image


Cleric3333
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Cleric3333 » 12 Dec 2016, 04:16

Hey man, I have the rest zone and safe zone bits of the mod in my server. (Avoiding client side mods.)

How do I register a zone? The instructions are a bit vauge and it just tells me unable to find function when i use BasilMod::restzone_register

And if i need the coords to actually register the spot then how do i get them?


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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Rkhigginbotham0 » 12 Jan 2017, 19:25

Cleric3333 wrote:Hey man, I have the rest zone and safe zone bits of the mod in my server. (Avoiding client side mods.)

How do I register a zone? The instructions are a bit vauge and it just tells me unable to find function when i use BasilMod::restzone_register

And if i need the coords to actually register the spot then how do i get them?


I feel like I am having the exact same problem. I downloaded the pack server files as well as the restzone files. Created a folder in the LIFDED Server Root Folder, named them BasilMod/pack ... and /RestZone

When I edited the Main.cs file I added the lines based off my understanding from the instructions and from someone elses forum post, this is the section of code from the bottom of the main.cs

Code: Select all
else
{
   exec("scripts/root.cs");
   exec("BasilMod/pack/pack.cs");
   exec("BasilMod/RestZone/restzone.cs");
}



In the Restzone config file I only edited the destination for the rest zone based off a character location in the database. So the only code from the Config.cs file is this:

Code: Select all
$BasilMod::restzone::enable = true; //Enable on server startup

BasilMod::restzone_register("989 -313 11, 1, "<color:00ff00>Rest zone<color:ff0000>\r\nStand still, while we fixing you!", true, true, true); //Register new rest zone


When I try to run the BasilMod::restzone_enable(); in the server browser I get missing function.

What am I missing?

Any help?

PostEdit:

Just looked in the logs

Code: Select all
ECHO 2017-01-12 14:30:21.438 {02} <[BasilModPack]BasilMod::pack_content> [0] Processing file basilmod/pack/client/pack.cs.dso
ECHO 2017-01-12 14:30:21.438 {04} <[BasilModPack]BasilMod::processShellQueue> [0] Executing basilmod/pack/base64encoder.exe "basilmod/pack/client/pack.cs.dso" "BasilMod/_cache/basilmod/pack/client/pack.cs.dso.base64"
ECHO 2017-01-12 14:30:21.454 {02} <[BasilModPack]BasilMod::pack_content> [0] Processing file basilmod/pack/client/pack.gui.dso
ECHO 2017-01-12 14:30:21.454 {02} <[BasilModPack]BasilMod::pack_content> [0] Processing file data/skill_types.xml
ECHO 2017-01-12 14:30:21.454 {02} <[BasilModPack]BasilMod::pack_content> [0] Processing file data/cm_objects.xml
ECHO 2017-01-12 14:30:21.469 {02} <[BasilModPack]BasilMod::pack_content> [0] Processing file data/cm_equipTypes.xml
ECHO 2017-01-12 14:30:21.469 {} <> [0] BasilMod::Pack v7 (patch level 1.1.1.10) loaded
WARN 2017-01-12 14:30:21.469 {} <> [0] SimObject::registerObject() - datablock ids should be initialized via its 'id' field: TriggerData
basilmod/restzone/config.cs Line: 43 - syntax error
WARN 2017-01-12 14:30:21.469 {01} <[BasilModRestzone]BasilMod::restzone_init> [0] >>> Advanced script error report.  Line 43.
WARN 2017-01-12 14:30:21.469 {01} <[BasilModRestzone]BasilMod::restzone_init> [0] >>> Some error context, with ## on sides of error halt:
ERRR 2017-01-12 14:30:21.469 {01} <[BasilModRestzone]BasilMod::restzone_init> [0]
2) BasilMod::restzone_disable(); - disable all registered rest zones



*/



$BasilMod::restzone::enable = true; //Enable on server startup



BasilMod::restzone_register("989 -313 11, 1, "<color:00ff00>Rest zone<color:ff0000>\r\nStand still, while we fixing you!", true, true, true); //Register new rest zone##
WARN 2017-01-12 14:30:21.469 {01} <[BasilModRestzone]BasilMod::restzone_init> [0] >>> Error report complete.

ECHO 2017-01-12 14:30:21.469 {} <> [0] BasilMod::RestZone v1 loaded
Last edited by Rkhigginbotham0 on 12 Jan 2017, 20:05, edited 1 time in total.

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Custodian
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Custodian » 12 Jan 2017, 19:54

Rkhigginbotham0 wrote:I downloaded the pack server files as well as the restzone files.

BasilMod::Pack is not needed for the restzone.

Rkhigginbotham0 wrote:Created a folder in the LIFDED Server Root Folder, named them BasilMod/pack ... and /RestZone

BasilMod::RestZone files should be placed at "BasilMod/RestZone" folder


You have not edited your main.cs file properly. Exec lines should be added to the end of the file, i.e.
Code: Select all
else
{
   exec("scripts/root.cs");
}

exec("BasilMod/pack/pack.cs");
exec("BasilMod/RestZone/restzone.cs");



Rkhigginbotham0 wrote:When I try to run the BasilMod::restzone_enable(); in the server browser I get missing function.

You don't need to run that function manually, since your config enable mod by default.

Rkhigginbotham0 wrote:What am I missing?

Make sure mod files are placed at correct location, and you are typing command. In case of errors, provide screenshot of your error message, and your server log file.


Rkhigginbotham0
 
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Rkhigginbotham0 » 12 Jan 2017, 20:21

Its working. Thanks again
Last edited by Rkhigginbotham0 on 12 Jan 2017, 21:48, edited 1 time in total.

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Custodian
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Custodian » 12 Jan 2017, 21:41

Rkhigginbotham0 wrote:What is the best way for determining coordinates?

Install BasilMod::Teleport mod, read and use its helper commands.


Kevinn
 
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Kevinn » 13 Feb 2017, 22:17

Is this broken in 64 bit as well? Haven't tested it just noticed it's one of the few that have not been updated.

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Custodian
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Custodian » 13 Feb 2017, 23:03

Kevinn wrote:Is this broken in 64 bit as well? Haven't tested it just noticed it's one of the few that have not been updated.

This mod is not yet compatible with 64bit at this time.


Helena
 
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Helena » 18 Mar 2017, 13:31

any news about this mod?

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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Custodian » 18 Mar 2017, 14:56

Te_quiero wrote:any news about this mod?

Mod has been updated on 23 Feb. You can try that version.

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Skyff85
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Skyff85 » 18 Mar 2017, 23:01

When you using rest zone, animation is stuck, gates, bag on the ground and other objects.

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Custodian
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Custodian » 18 Mar 2017, 23:03

Skyff85 wrote:When you using rest zone, animation is stuck, gates, bag on the ground and other objects.

This is a know issue. Nothing can be done about it.

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Cornwall
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Cornwall » 01 Jun 2017, 00:28

I'm unable to get the restzone mod working i get unable to find function BasilMod::restzone_enable after using BasilMod::restzone_enable(); in server console.

main cs.
}
else
{
exec("scripts/root.cs");
}
exec("BasilMod/pack/pack.cs");
exec("BasilMod/motd/motd.cs");
exec("BasilMod/MonumentProtection/MonumentProtection.cs");
exec("BasilMod/RestZone/RestZone.cs");




Path BasilMod/RestZone/config.cs restzone.cs.dso

I downloaded the files and I did not change names of them

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Custodian
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Custodian » 01 Jun 2017, 14:14

Cornwall wrote:I'm unable to get the restzone mod working i get unable to find function BasilMod::restzone_enable after using BasilMod::restzone_enable(); in server console.

1) Make sure you are using server console, and not client console.
2) Make sure, mod is loaded:
a) Check(grep) server logs for "BasilMod::RestZone v2 loaded" message, or
b) execute exec("basilmod/restzone/restzone.cs"); command at server console, and validate, that mod is loaded.


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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Yenko68 » 20 Jul 2017, 02:41

hey there @custodian. I assume this is currently functional.
i think i have this mostly figured out. I am getting hung on how to register and what the numbers at the bottom of the config.cs file mean.

I have attached my config. could you take a look and let me know what i am fubaring here?
restzone help.jpg
restzone help.jpg (117.02 KiB) Viewed 10765 times

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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Custodian » 28 Jul 2017, 20:59

Yenko68 wrote:hey there @custodian. I assume this is currently functional.

Mod have some de-sync issues for players who has been healed. It is suitable for battles/pvp events, and may not be convenient for everyday usage

Yenko68 wrote:I am getting hung on how to register and what the numbers at the bottom of the config.cs file mean.

You need to register each rest zone spot you need to use.
Each function argument have description, check the config example you have posted.

Numbers are coords of the center spot and radius of the heal zone.


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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Yenko68 » 01 Aug 2017, 01:32

Custodian Wrote:
You need to register each rest zone spot you need to use.
Each function argument have description, check the config example you have posted.

Numbers are coords of the center spot and radius of the heal zone.

ok,how?
I use bluefang as a host and i do not seem to have a "server console"
They keep telling me to put the commands "in game via the CTRL ` function"
That only produces a missing file error no matter the command.
I am all sorted out on the commands etc now, but they will not work in game console.
I am sure of my coordinates now as well.
Either i am stupid or BFS is annoyingly unhelpful

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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Tangent_Turner » 01 Aug 2017, 18:16

Yenko68 wrote:ok,how?
I use bluefang as a host and i do not seem to have a "server console"
They keep telling me to put the commands "in game via the CTRL ` function"
That only produces a missing file error no matter the command.
I am all sorted out on the commands etc now, but they will not work in game console.
I am sure of my coordinates now as well.
Either i am stupid or BFS is annoyingly unhelpful


BlueFang's Overseer panel is more of a read-only server console.
I've never been able to get it to recognize any of my commands.

You will not be able to send server commands from the [Ctrl + `] console available on the game.

The only way I've been able to send commands to my server on BlueFang has been through enabling the telnet connection option in
main.cs

by adding
Code: Select all
telnetSetParameters(4000, "edit-password", "read-onlypassword");


You will be able to connect via telnet and send commands.
A common telnet client is "PuTTY" if you want to give it a try.
You just tell it to connect to IP / Port
And then your server will prompt you for a password
(assuming you've restarted since adding that code)

WARNING: I've had my server crash using this telnet line of code. There might be some sort of memory leak while using it.

My server kept throwing WSAEWOULDBLOCK error messages to the log file, which eventually caused RAM usage to max out, killing the server.

Which is either BlueFang's software blocking the connection sometimes, connection timeouts/disconnects not being handled properly. Or one of a multitude of a million other issues.

I've disabled this line of code, and don't use it at the moment because of that crash and multitude of error messages.
I haven't had an issues with it since disabling it.

I'm running several of the server only BasilMods and Nyuton's LiveMap, so it could (theoretically) have been a mix of them.

But yea, I have not found a "reliable" server console solution with BlueFang

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Custodian
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Re: [MOD] BasilMod::RestZone - Heal your Gladiators!

Post by Custodian » 01 Aug 2017, 20:08

Yenko68 wrote:ok,how?

You need to configure mod with config.cs file, using your own coordinates and values.
If you don't have access to server console, the only problem is that you need to restart server every time after you change config.cs file.

Yenko68 wrote:They keep telling me to put the commands "in game via the CTRL ` function"
That only produces a missing file error no matter the command.

ctrl+~ opens client console, it is not the same as server console.

Yenko68 wrote:Either i am stupid or BFS is annoyingly unhelpful

If you need server console access, and BFS does not provide one, I suggest you switch your hosting provider.

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