[QUOTE=LightDemon]Do you have Tiberium mod?[/QUOTE]
Nope.
Wiremod + dupe.
RD2
LS2
GCombat
GCX
PHX etc.
Fin2
ULX/ULIB
WeightTool
Stacker
Simple Prop Protection.
Still have no idea.
On top of the problems already listed (adv dup compatibility, cleaning up people's props when they have a space in their name), I have a suggestion:
By default, make the use-protect only come into play when playing spacebuild. Of course, have two variables in the script for controlling use protect (one var for spacebuild, one var for other gamemodes). Why? All the servers that installed this mod have decreased the ability to work together on projects, or let other people try out your creations. For example, I make a great vehicle. It's controlled by a wired pod. I would let other people try it, but I can't because of use protect. And adding them to the buddies list is not good, since I just want to let them try it; not let them delete it if they are so inclined to do so.
I can't say how many servers I've been unable to enjoy because of use protect. It's understandable for spacebuild, but not for anything else. Please disable it, or make it toggle-able (but by default off) for individual players.
Well you should really blame admins for keeping that on. If you are buddied with someone it will let you use their props.
Everybody who keeps complaining about erorrs the only actual error is the names with a space problem all the others are from conflicting mods. I have over 80 mods installed and none of them confilct with this one (even ULX and a bunch of other admin mods) so you must have some really badly coded mods. The problem with the advanced duplicator is not spactechs fault it is the way the Avdanced duplicator works and unless its actualy causing a significant problem other then just an anyoning message give him a break i'de like to see you write something better. So when somone comes up with a solution to this then all the other problems are you're or another modders fault. Because everything works fine. Make sure you have the lattest version and try reinstalling the mod.
By the way there is a work around to the problem with the space just use the console command
SpropProtection_CleanUpProps "_______"
and replace _______ with the player name (make sure you include the speech marks)
For some reason players can use tools on other peoples props on my server with this. Seems to be an addon conflict, mainly ulx. Anyone else having problems like this? I hate having people get on and remove peoples props. I'm using ulx3.2 by the way.
[QUOTE=Spacetech]Well you should really blame admins for keeping that on. If you are buddied with someone it will let you use their props.[/QUOTE]
...
It feels like you skipped my post practically. Here's what I'm requesting:
1. The ability to allow certain people to [b]use[/b] your props/buttons/wire/etc, without giving them full prop protect (so you can let someone try out your contraption without the risk of them deleting it or physgunning it)
2. That by default use protect is disabled in gamemodes other than spacebuild. If the first one's in place though, this is less of an issue really.
Come one Spacetech!!!
Fix the bugs!!!
Wow dude... Someone can fix him??? Because spacetech don't do nothing
Spacetech! Please please fix this bug!! You told us we can tell you if there are any bugs,and we did so fix it please.
It isn't deleting disconnected players props for me, the settings are correct.
Not sure if this has been mentioned, but when someone becomes jailed and they use their physics to touch the ULX jail it becomes their own prop. At this time they can then manipulate their way out of the jail just by flinging and moving all around until the jail breaks. There also seems to be a problem with no-collide right click. Someone can no-collide their entire vehicle and go straight through your props. It would be nice to have props be no-collide protected from other people.
Can it be made that the ULX Jail be set to spawn as the world, so the person inside can not gain control of it?
Players can also not make buddies. They select the buddy, hit apply, then re-enter the prop menu and their buddies have been cleared.
[QUOTE=Avien]
1: There also seems to be a problem with no-collide right click. Someone can no-collide their entire vehicle and go straight through your props.
It would be nice to have props be no-collide protected from other people.
2: Can it be made that the ULX Jail be set to spawn as the world, so the person inside can not gain control of it?
3: Players can also not make buddies. They select the buddy, hit apply, then re-enter the prop menu and their buddies have been cleared.[/QUOTE]
1: Don't say that! Shh! It's a good bug only pros know how to use! keep it silent! :excited:
2: This is an ulx problem, I don't think spacetech can solve this without editing ulx files.
3. Known bug...
Wrong, the jail bug between SPP and ULX is an [b]SPP[/b] bug, it's ignoring all other callbacks.
Yeah it's never ULX, Megiddo's coding is far too leet for SpaceTech.
We should just agree on some form of API for determining prop ownership with all these various admin mods. It would also make it easier for things like Wire to integrate with them too.
Seriously guys, it would help.
[lua]
g_GetEntityOwner(Entity) -- Returns a player object or false.
g_GetEntityProtection() -- Returns a string of the entity protection in use.
[/lua]
Just a thought, something along these lines would be good; unless you can think of anything better?
EPS is a load of shit, I abandoned that and just made a plugin for SAT. It's probably one of the best ones around because I haven't yet found anything it doesn't protect and I also found a non-laggy and non-networkvar-hoggy way of showing the owner too.
[url=http://connacook.com/forums/]If you wanna try this out click on this text and goto and goto the SAT section for more information.[/url]
Cookies know when to advert :eng101:
Nah, it's only because I want to offer the people another solution because this one is dying or dead.
Anyway FPtje, long time no see.
I would suggest this format for checking ownership and if it's protected:
[lua]ent:getPPOwner()
ent:getProtection()[/lua]
That way you can check any entity easily.
[QUOTE=ConnaCook]Nah, it's only because I want to offer the people another solution because this one is dying or dead.
Anyway FPtje, long time no see.[/QUOTE]
You too conna, but I've been on your server and forums :D
[b]Edit:[/b]
And stop the flaming and trolling eh!
We don't want to lose you again with the reason "guess you're leaving" :keke:
Anyway, Welcome to Facepunch forums, shall I guide you through this place or are you already familliar? :excited:
[QUOTE=Cornflake]Wow, thanks! I'll have to try this fix out tomorrow. It's funny that when I mentioned this a page back or two, everyone insisted that there was nothing conflicting with the Stargates - and it turns out the addon has lines dedicated to stargates themselves!
Well like I said, if they would have turned off 'admins can do everything' and 'admins can touch world props' they would have experienced this bug but they still insisted it didn't happen. Oh well, thanks for taking the time to actually look into it :D[/QUOTE]
It's really no problem at all. i really kinda felt like I had to being a Stargate fan myself. witch Avon Stargate add on is the hole reason i even got Garry's Mod.
I find it kinda sad some grate work like this simple prop protection is looking so abandoned but yet still so dam good, the only things i can find that needed to be done or at lest on my side is the people with spaces and shit like ¿ ¥ £ û ÿ ù and all kinda other shit in their names witch make it so you can't clean up their props, and the Stargate that i already showed a simple fix.
so it looks like its time for me to look into a fix for the clean up. and if any of you that read this already have fixed this please give me a PM so i know i can stop trying to fix it.
[QUOTE=FPtje]You too conna, but I've been on your server and forums :D
[b]Edit:[/b]
And stop the flaming and trolling eh!
We don't want to lose you again with the reason "guess you're leaving" :keke:
Anyway, Welcome to Facepunch forums, shall I guide you through this place or are you already familliar? :excited:[/QUOTE]
I didn't flame or troll :(
I got a good idea:
We have a hook and we call it: CanPlayerModify.
Then we do in our big modifications like Wiremod:
[lua]
if (gamemode.Call("CanPlayerModify", Player, Entity)) then
-- lol.
end
[/lua]
And in our Entity Protectors:
[lua]
function GenericEntityProtector.CanPlayerModify(Player, Entity)
if (!GenericEntityProtector.CanDoTheLols(Player, Entity)) then
return false
end
end
-- Add.
hook.Add("CanPlayerModify", "GenericEntityProtector.CanPlayerModify", GenericEntityProtector.CanPlayerModify)
[/lua]
But never return true on that hook.
That's a good idea, am I right?
I would honestly just add canPlayerModify as a function in the entity metatable. It's more convenient to do ent:canPlayerModify(ply) then the gamemode.Call you're suggesting.
In all reality though, as long as there's a standard it's ok.
I only think my way is better because it's then a hook that other entity protectors can modify into, so if for whatever reason you have two running (better protection in some cases) then they can both tell whatever mod wants the information whether they can or not.
But if it's a function then only one entity protector can have it.
[QUOTE=FPtje]You too conna, but I've been on your server and forums :D
[b]Edit:[/b]
And stop the flaming and trolling eh!
We don't want to lose you again with the reason "guess you're leaving" :keke:
Anyway, Welcome to Facepunch forums, shall I guide you through this place or are you already familliar? :excited:[/QUOTE]
Where did he flame or troll?
(Other than on his previous account, which was A LONG ASS time ago, and isn't even worth mentioning right now)
Guys lets not get into this again.
[QUOTE=ConnaCook]I only think my way is better because it's then a hook that other entity protectors can modify into, so if for whatever reason you have two running (better protection in some cases) then they can both tell whatever mod wants the information whether they can or not.
But if it's a function then only one entity protector can have it.[/QUOTE]
Guess that's true. Though, isn't the whole point to have one [b]good[/b] prop protect script?
In any case, I'd probably end up adding the function to the metatable and having it call the gamemode hook just because it's more convenient. That way there are no compatibility issues and it still allows hooks to be added.
He's what I'm thinking, each class of admin mod would need to provide a set of global functions for that class (or classes that it covers).
[lua]--prop protection
g_pp = {)
--generic functions
g_pp.SetEnable( bool ) --turns mod on/off
g_pp.GetEnable() --obvious
g_pp.GetProvider() --returns name of mod providing these functions
g_pp.GetVersion() --return numeric version of providing mod
--ownership
g_pp.GetOwner( ent ) --returns over of prop
g_pp.IsOwner( ply, ent ) --returns true if player owns ent
g_pp.GiveOwnership( ply, ent ) --gives player ownership of ent
g_pp.GetOwnedProps( ply ) --returns table of props player owns
--touching
g_pp.CanTouch( ply, ent ) --returns true if player can touch ent with physgun (good for when non-owner is allowed to interact with ent, like for buddies or admins)
g_pp.CanMode( ply, ent, mode ) --returns true if player can use mode on ent, like CanTouch but more detailed (can just return CanTouch instead)
g_pp.CanDammage( ply, ent ) --return true if player can dammage (ie. shoot) the ent
g_pp.CanNoClip( ply, ent ) --return true if player can noclip through ent, if ent based nocliping is not used just return true if player can use noclip
g_pp.CanUse( ply, ent ) --return ture if player can press use (E) on ent, this would have to be implemented in the ents (I think modification of gmod stuff would be required).
--buddy list
g_pp.IsBuddy( ply, ply2 ) --returns true if ply2 is on ply's buddy list (just return false if no sharing exists in mod)
g_pp.AddToBuddyList( ply, ply2 ) --similar to above
g_pp.RemoveFromBuddyList( ply, ply2 ) --ditto
g_pp.GetBuddyList( ply ) --ditto (return empty table if not used)
[/lua]
If g_pp is nil, no prop protection mod is installed.
These were the obvious one to me right now, I'm not similar with the internals of admin mods. It's a start.
Don't forget CanDamage. You don't want people blowing up your wooden contraption now, do you?
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