[MOD] BasilMod::SafeZone - keep your citizens safe!

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Darkbouzouf
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Darkbouzouf » 22 Dec 2015, 22:59

Hi !

First of all good job with all your mods !


I'm looking for something exactly on the opposite of your safe mod zone.
I mean we have jugement hour once a week (wich is fine for our community) but we do some tournament in a special arena, so we have to activate jugement hour (of course teenage trolls use this tournament moments to rob things while everybody is at the arena...)

can we turn your mod in a way to have jugement hour zone ? (on the arena of course)
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Custodian
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Custodian » 24 Dec 2015, 11:47

Darkbouzouf wrote:but we do some tournament in a special arena, so we have to activate jugement hour (of course teenage trolls use this tournament moments to rob things while everybody is at the arena...)

Judgement hour for a specific zone is not possible. You can restore players alignment after your event.


Ozersk
 
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Ozersk » 17 Jan 2016, 06:32

Can't find your coordinates, please help.
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Custodian
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Custodian » 17 Jan 2016, 10:37

Ozersk wrote:Can't find your coordinates, please help.
Image

Please read mod description carefully.
  1. You type at client console, while function is available and should be used at server console.
  2. You type wrong function name.


TheCodger
 
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by TheCodger » 22 Jan 2016, 15:59

I am just not understanding at all the command in which to pull the coords... whats the correct syntax?

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HolyCrusader
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by HolyCrusader » 22 Jan 2016, 16:46

TheCodger wrote:I am just not understanding at all the command in which to pull the coords... whats the correct syntax?

1) You need two windows open (1) Game client (2) RDP into your server and access to server console

2) In the game, go in GM mode and stand @ the center of the area you want to be in the safezone

3) On the server console, enter the command "BasilMod::safezone_showCoords();"

4) Go back to your game & the coordinates should appear on your screen

5) Sometimes it disappears so you need to go back to your server console & enter the command: "BasilMod::safezone_hideCoords();"
and then enter the command "BasilMod::safezone_showCoords();" again


TheCodger
 
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by TheCodger » 22 Jan 2016, 18:17

Well that's fun, rented servers don't have rdp....

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Custodian
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Custodian » 22 Jan 2016, 19:37

TheCodger wrote:Well that's fun, rented servers don't have rdp....

They may provide an extra feature called/described as server console.
If they do not, you can either:
  • edit config.cs to enable coords by default when your server starts, and disable it when you are done configuring.
  • change your hosting provider.


Aircode
 
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Aircode » 02 Feb 2016, 17:12

Code: Select all
% BasilMod::safezone_register ();
ECHO 2016-02-02 18:09:11.666 {02} <BasilMod::safezone_createTrigger> ### NetConnection::detachObject() for gid=67108895
ERRR 2016-02-02 18:09:11.666 {02} <BasilMod::safezone_createTrigger> ### NetConnection::detachObject() for gid=0x0400001f (Trigger) over ch_19.


can someone help me out? I didnt get the problem.

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Custodian
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Custodian » 02 Feb 2016, 19:06

Aircode wrote:
Code: Select all
% BasilMod::safezone_register ();


can someone help me out? I didnt get the problem.

You have not specified any parameters to function call.

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Custodian
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Custodian » 23 Mar 2016, 10:32

Mod has been updated, redownload mod files.
FIX: If you set variable "show_coords" at config file, coords should be displayed by default when you enter GM mode.


Lexia
 
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Lexia » 24 Mar 2016, 09:41

hi,
I have updated the mod but nothing happens.

I don't see the coordinates when I'm in Gm mod.


I have my server at a hosting provider that does not offer server console.

in config file, i try:

Code: Select all
$BasilMod::safezone::show_coords = true; //Show coords hint message for GM characters
$BasilMod::safezone::enable = true; //Enable on server startup


and nothing happens,

i try:

Code: Select all
$BasilMod::safezone::show_coords = false; //Show coords hint message for GM characters
$BasilMod::safezone::enable = true; //Enable on server startup


and nothing.

help me please, i have same problem with horsetaxi :crazy:

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Custodian
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Custodian » 24 Mar 2016, 09:46

Lexia wrote:help me please, i have same problem with horsetaxi :crazy:

Share your server log file with me.


Lexia
 
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Lexia » 24 Mar 2016, 09:53

Hi,

where can I find this file ?

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Custodian
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Custodian » 24 Mar 2016, 10:01

Lexia wrote:where can I find this file ?

It is located at "Life is Feudal Your Own Dedicated Server\logs\[today date]\[most recent time].log"


Lexia
 
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Lexia » 24 Mar 2016, 10:17

I send you the file in mp


Blackdrakon
 
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Blackdrakon » 27 Mar 2016, 21:11

I understand this mod stops players from attacking other players and animals in the safe zone. But aggressive animals that may end up wandering into safe zone are still capable of attacking you. Is there something in your mod you can put in there to stop this?

Also, I noticed the warning message constantly pops up when you're doing things like terraforming (flatten ground seems to be the main culprit). Is it possible to not have that pop up when you're trying to terraform?

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Custodian
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Custodian » 28 Mar 2016, 05:52

Blackdrakon wrote:Is there something in your mod you can put in there to stop this?
Is it possible to not have that pop up when you're trying to terraform?

I need to test those situations.


Blackdrakon
 
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Blackdrakon » 21 Apr 2016, 06:04

Custodian wrote:
Blackdrakon wrote:Is there something in your mod you can put in there to stop this?
Is it possible to not have that pop up when you're trying to terraform?

I need to test those situations.


Did you ever discover anything with this?

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Custodian
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Custodian » 21 Apr 2016, 08:07

Blackdrakon wrote:Did you ever discover anything with this?

I havent tested this yet.


Dtk001
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Dtk001 » 23 May 2016, 15:34

Here are some bug cases, for example, when I take a weapon and hold down the left mouse button and then go into the safe range, I can still attack the target.
can you fix this cases?


TimKing
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by TimKing » 05 Jun 2016, 11:47

I have installed the mod and it is working but my radius is always 10 tiles.
Doesnt matter if i change it to 30 or 70 it doesnt change in game.

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Custodian
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Custodian » 06 Jun 2016, 08:34

TimKing wrote:I have installed the mod and it is working but my radius is always 10 tiles.
Doesnt matter if i change it to 30 or 70 it doesnt change in game.

Share your config. Verify that you dont have any syntax errors, or no reload will be done.

New version of SafeZone mod will be released soon, which will allow custom geometry for the zones so you wont need radius anymore 8-)
Spoiler


Frankenshtine
 
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Frankenshtine » 01 Aug 2016, 17:26

Ru
Spoiler

En
Custodian, there is a problem, at least with last patches, about carpentry builds such as chests, crates and so on. Can't finish build job in safe zone - game say to remove peoples and animals from site.

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Custodian
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Custodian » 01 Aug 2016, 19:41

Frankenshtine wrote:Can't finish build job in safe zone - game say to remove peoples and animals from site.

I'll take a look into this issue.

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Axelrod
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Axelrod » 20 Sep 2016, 19:23

Hello, I have been using safezone and have found I can build in the area but I cannot lift objects and place them down again. If I hit R to go into battle mode it will drop the object just not where I want it. Great job on this whole package btw, some awesome work. Thank you

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Custodian
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Custodian » 20 Sep 2016, 19:50

Jmburnzy wrote:Hello, I have been using safezone and have found I can build in the area but I cannot lift objects and place them down again. If I hit R to go into battle mode it will drop the object just not where I want it.

This is a known issue, it will be fixed in next mod release.

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Axelrod
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Axelrod » 20 Sep 2016, 21:12

Thank you for the quick reply, you do great work!


Hieve
 
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Hieve » 13 Oct 2016, 21:33

hey there,

I tried to setup a different radius for a safezone and after reloading the safezone module with the same coordinates the server will crash - think this will do the same for restzones and zonemessages, but I did not test it
im also not quite sure if the radius is working correct.. 100m radius for a monument seem not be the same like for these zones - or is there some kind of maximal distance?

log file after executing till crash
Code: Select all
% exec("BasilMod/safezone/safezone.cs");
WARN 2016-10-13 23:25:24.424 {} <> [939882] SimObject::registerObject() - datablock ids should be initialized via its 'id' field: TriggerData
ECHO 2016-10-13 23:25:24.424 {02} <BasilMod::safezone_createTrigger> [939882] NetConnection::detachObject() for gid=0x0400037c (Trigger) over ch_5.
ECHO 2016-10-13 23:25:24.424 {02} <BasilMod::safezone_createTrigger> [939882] NetConnection::detachObject() for gid=0x0400037c (Trigger) over ch_589.
ECHO 2016-10-13 23:25:24.424 {02} <BasilMod::safezone_createTrigger> [939882] NetConnection::detachObject() for gid=0x0400037c (Trigger) over ch_198.
ECHO 2016-10-13 23:25:24.424 {02} <BasilMod::safezone_createTrigger> [939882] NetConnection::detachObject() for gid=0x0400037c (Trigger) over ch_239.
ECHO 2016-10-13 23:25:24.424 {02} <BasilMod::safezone_createTrigger> [939882] NetConnection::detachObject() for gid=0x0400037c (Trigger) over ch_197.
ECHO 2016-10-13 23:25:24.424 {02} <BasilMod::safezone_createTrigger> [939882] NetConnection::detachObject() for gid=0x0400037c (Trigger) over ch_449.
ECHO 2016-10-13 23:25:24.424 {02} <BasilMod::safezone_createTrigger> [939882] NetConnection::detachObject() for gid=0x0400037c (Trigger) over ch_448.
Image


Amad
 
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Re: [MOD] BasilMod::SafeZone - keep your citizens safe!

Post by Amad » 10 Nov 2016, 15:03

Hi Custodian,

Thanks for this great mod. I just want know can you add a parameter for homecoming skill disabling ?

Thanks

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