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

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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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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.


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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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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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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.


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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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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.


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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?


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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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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


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

Post by Custodian » 10 Nov 2016, 15:08

Amad wrote:I just want know can you add a parameter for homecoming skill disabling ?

This mod does not provide such functionality.

Please, use forum search before asking: remove-prey-for-homecoming-teleporting-t16002/?hilit=homecoming#p81329


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

Post by Amad » 11 Nov 2016, 06:23

Custodian wrote:
Amad wrote:I just want know can you add a parameter for homecoming skill disabling ?

This mod does not provide such functionality.

Please, use forum search before asking: remove-prey-for-homecoming-teleporting-t16002/?hilit=homecoming#p81329


I searched already and i wanted to know if you can do this. anyway, thanks.

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

Post by Custodian » 11 Nov 2016, 08:33

Amad wrote:and i wanted to know if you can do this. anyway, thanks.

You haven't visited the link I provided, have you?


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

Post by Tobias0412 » 03 Jan 2017, 16:50

Hey Custodian,
just a small question. Is it possible to disable the enter and leave message ? I know i can just leave them blank but if i do it this way, the server still wants to send out a message to the player. So Player gets a blank message instead of "no message".

Other way i tried to set local,system and middle to false, but the problem is i need the "dont fight here" message. Just dont need enter and leave.

thx

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

Post by Custodian » 03 Jan 2017, 18:57

Tobias0412 wrote: I know i can just leave them blank but if i do it this way, the server still wants to send out a message to the player. So Player gets a blank message instead of "no message".

Re-download the mod. New version is v4.

If message length is zero (i.e. empty quotes "" used for message), message will be not displayed (no blank messages).


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

Post by Tobias0412 » 04 Jan 2017, 02:06

ok perfect,

but i found another problem. The savezones only work if u "walk" in. I build an Eventbase and made a teleport from some other point to this Eventarea. And if u get ported in, u can attack without problems. U need to walk out and walk in again to get the safezone to work. And i already tried to set up a small 2 range zone on the point where the ppl arrive but its not working.

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

Post by Custodian » 04 Jan 2017, 12:52

Tobias0412 wrote:The savezones only work if u "walk" in. I build an Eventbase and made a teleport from some other point to this Eventarea. And if u get ported in, u can attack without problems. U need to walk out and walk in again to get the safezone to work. And i already tried to set up a small 2 range zone on the point where the ppl arrive but its not working.

Safezone, as well as any other mod, works on notifitications from the server, if any players enters (appears inside) certain area. Server checks are done every second. If server thinks, that you are not inside such area, then no notification is received, and no restrictions applied. This behaviour cannot be fixes at this time.

Also, are you teleporting from one safezone to other safezone?


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

Post by Tobias0412 » 04 Jan 2017, 15:42

Custodian wrote:
Also, are you teleporting from one safezone to other safezone?


Yes.
For example we have a pvp arena with a small "spawn/safezone" in front. And players can teleport from eventbase (safezone) to this spawnzone in arena (safezone). But i fixed it now...i just made some small zones instead of one big...its not the best way but its working. :D

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

Post by Custodian » 04 Jan 2017, 16:27

Tobias0412 wrote:Yes.

Well, there could be some unexpected behaviour when teleporting from one zone to another.

Just updated mod once more (version v5), it should work as expected when player is teleported from one safe zone to another.

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

Post by Custodian » 12 Feb 2017, 16:44

BasilMod::SafeZone has been updated v6 and now compatible with LiF 64bit.

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