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[MOD] Coppis Additions (NEW)

/acf has no response either
> loctrack

Active location tracker settings:

Enabled: False

Command:

CommandEnabled: False

Interval: 0 seconds

MaxeAgeData: 0 hours

NearDistance: 0 meters

ResponseColor: 4DA6FF
Yeps there it is. Command is empty and rest has default object values. Seems like the migration of the LocationTracker class failed.

I knew the automigration could be tricky. Good news is you can easily solve it by deleting \Saves\mapname\CoppisPersistentdata.bin while server is off. Downside is you will have to reconfigure as all will be defaulted. Which i beleve in your case was disabling the loctrack chatcommand.

Sorry for the inconvenience. I will try to find out what could have gone wrong.

Cheers

 
What happened to this version? o0

When I put: an

2018-02-27 01:15:23 2840.906 INF [COPPISADDITIONS] Error in AnnounceNightTime.Run: System.NullReferenceException: Object reference not set to an instance of an objectat CoppisAdditions.PersistentData.PersistentContainer.get_Instance () [0x00000] in <filename unknown>:0

at CoppisAdditions.AnnounceNightTime.Execute (System.Collections.Generic.List`1 _params, CommandSenderInfo _senderInfo) [0x00000] in <filename unknown>:0 .
Every x time this message appears on the console

2018-02-27 01:15:11 2828.587 ERR [MODS] Error while executing ChatMessage on mod "Coppis command additions"2018-02-27 01:15:12 NullReferenceException: Object reference not set to an instance of an object
 
Yeah, I just tried loading this up on my test server. Deleted the old coppi folder, copied over the new one...lot of commands not working now. I can see em in the help, but things like pblock, prender, an, do nothing. Have this error near the top of the output:

2018-02-26T20:04:46 8.230 INF Started Webserver on 28623

2018-02-26T20:04:46 8.233 INF [COPPISADDITIONS] Starting cleanup of player databases...

2018-02-26T20:04:46 8.235 ERR [MODS] Error while executing GameAwake on mod "Coppis command additions"

2018-02-26T20:04:46 8.235 EXC Object reference not set to an instance of an object

NullReferenceException: Object reference not set to an instance of an object

at CoppisAdditions.PersistentData.PersistentContainer.get_Instance () [0x00000] in <filename unknown>:0

at CoppisAdditions.Database.CleanDataBases () [0x00000] in <filename unknown>:0

at CoppisAdditions.API.GameAwake () [0x00000] in <filename unknown>:0

at ModManager.GameAwake () [0x00000] in <filename unknown>:0

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

UnityEngine.DebugLogHandler:LogException(Exception, Object)

UnityEngine.Logger:LogException(Exception, Object)

UnityEngine.Debug:LogException(Exception)

Logger:masterLogException(Exception)

Logger:Exception(Exception)

Log:Exception(Exception)

ModManager:GameAwake()

GameManager:Awake()
Same null reference as Wolfenstein10 for an command.

 
What happened to this version? o0
When I put: an

Every x time this message appears on the console
- - - Updated - - -

Yeah, I just tried loading this up on my test server. Deleted the old coppi folder, copied over the new one...lot of commands not working now. I can see em in the help, but things like pblock, prender, an, do nothing. Have this error near the top of the output:


Same null reference as Wolfenstein10 for an command.
Yeah making it easier to upgrade was a bad idea lol.

Please do re-download 4.3 version (Download latest) and reinstall. I removed the persistent bin migration as that was corrupting the bin file.

Please delete \Saves\Random Gen\mapname\CoppisPersistentdata.bin while server is off before starting it again after updating the mod.

Cheers

 
Last edited by a moderator:
Anyone that has downloaded and installed 4.3 before this post:

Please re-download 4.3 and reinstall. Delete \Saves\Random Gen\mapname\CoppisPersistentdata.bin while server is off before starting it again after updating the mod.

Anyone that has downloaded and installed 4.3 after this post:

Delete \Saves\Random Gen\mapname\CoppisPersistentdata.bin while server is off before starting it again after updating the mod.

Sorry for the inconvenience guys, but as the persistent data structure has reached its final form now, 4.3 will be the last version that needs a delete of the CoppisPersistentData.bin.

Cheers

 
Last edited by a moderator:
Anyone that has downloaded and installed 4.3 before this post:
Please re-download 4.3 and reinstall. Delete \Saves\Random Gen\mapname\CoppisPersistentdata.bin while server is off before starting it again after updating the mod.

Anyone that has downloaded and installed 4.3 after this post:

Delete \Saves\Random Gen\mapname\CoppisPersistentdata.bin while server is off before starting it again after updating the mod.

Sorry for the inconvenience guys, but as the persistent data structure has reached its final form now, 4.3 will be the last version that needs a delete of the CoppisPersistentData.bin.

Cheers
Thanks, That cleared up the issue I was having.

 
Last edited by a moderator:
Thanks, That cleared up the issue I was having.
Glad to hear. About the remove bedroll functionality we talked about. I had to remove that cause it failed my unittest. Somehow the client has knowledge of the bedrolls present for a player. So while i succesfully was able to remove from server player object, the darn thing was back after the client reconnected. I will have to investigate more on how to solve the problem of deathloop with a command.

Cheers

 
Glad to hear. About the remove bedroll functionality we talked about. I had to remove that cause it failed my unittest. Somehow the client has knowledge of the bedrolls present for a player. So while i succesfully was able to remove from server player object, the darn thing was back after the client reconnected. I will have to investigate more on how to solve the problem of deathloop with a command.
Cheers
No problem, Thanks for looking into it. I'm sure its a problem most pvp servers are having.

 
Working much better, but I am having an issue with text not keeping capitalization with the announcer:

2018-02-27T12:21:58 1870.922 INF Executing command 'an announcer "[00E823]![FFF300]![E80000]ATTENTION[-]![-]![-]"' from client 76561197968566224

2018-02-27T12:22:00 1873.200 INF Chat: '[00e823]![fff300]![e80000]attention[-]![-]![-]': hurry! the zombies are coming soon!

2018-02-27T12:22:00 1873.200 INF Chat: '[00e823]![fff300]![e80000]attention[-]![-]![-]': Remember: Bloodmoon is in 6 days !!!
 
Last edited by a moderator:
Working much better, but I am having an issue with text not keeping capitalization with the announcer:
Aaaah dammit...the ToLower() string for checking the command. I forgot to pass back to original string. This is an easy fix and just needs the command handling to be fixed. No deleting anything just replacing the dll. I thought i could take a break now dammit :D Will fix right now and put it in 4.3 download to prevent another release.

Thanks for reporting!

Cheers

-edit- its done. The latest release download contains the fixed dll. Just replace it. Text will appear in game exactly as you enter it now.

 
Last edited by a moderator:
Something is wrong with the version again.

If I use the pblock command to do 1 column, example:

pblock 295 0 100 0 0

Instead of making a column of 100 high and 1 block, it does 2x100x2 (x y z)

Thx for u work!

 
Something is wrong with the version again. If I use the pblock command to do 1 column, example:

pblock 295 0 100 0 0

Instead of making a column of 100 high and 1 block, it does 2x100x2 (x y z)

Thx for u work!
num = entityPlayer4.GetBlockPosition().x;

int.TryParse(_params[1], out num4);

num4 = num + num4 - 1;

if (num4 < num)

{

int arg_850_0 = num;

num = num4;

num4 = arg_850_0;

}

Prefab prefab = new Prefab(new Vector3i(num4 - num + 1, num5 - num2 + 1, num6 - num3 + 1));

so if param[1] is 0 as you have, then 'num4 = num - num4' makes it 1 less than num, then the 'num4 < num' is true, so it flips it, so num4 is one more than num, then 'num4 - num + 1' = 2

I know its how coppi coded a lot of it, but it might be worth redoing that section of code to simplify the logic quite a bit ;)

I find this works quite well:

Math.Abs(p1.x - p2.x) + 1

 
num = entityPlayer4.GetBlockPosition().x;int.TryParse(_params[1], out num4);

num4 = num + num4 - 1;

if (num4 < num)

{

int arg_850_0 = num;

num = num4;

num4 = arg_850_0;

}

Prefab prefab = new Prefab(new Vector3i(num4 - num + 1, num5 - num2 + 1, num6 - num3 + 1));

so if param[1] is 0 as you have, then 'num4 = num - num4' makes it 1 less than num, then the 'num4 < num' is true, so it flips it, so num4 is one more than num, then 'num4 - num + 1' = 2

I know its how coppi coded a lot of it, but it might be worth redoing that section of code to simplify the logic quite a bit ;)

I find this works quite well:

Math.Abs(p1.x - p2.x) + 1
Its more an interpretation on how to use the command. Its easy to misunderstand. Its a quantity that is the parameter which actually never should be 0 (but does not throw error to user now). Now it gets used as a coordinate which will give wrong unexpected results. The parameters are the numbers of blocks to use in x,y,z direction starting on userposition. So a column would always look like 1 y 1 and not 0 y 0. Just as Ragnarok noted.

pblock <block_name> <qnt> <qnt> <qnt> <rot>

Same user error is made for creating a plaform. a platform of 3 by 3 and 1 block high is expected to be accomplished by the user by doing 3 0 3. But thats actually saying x quantity = 3 y quantity = 0 (no blocks) and z quantity =3. So it should be 3 1 3.

Im going to let 0 not be a valid option for quantity and fix the compensation of postitionblock not to be included in calculation for y (x and z were fixed in last pblock fix allready). I agree that the code can be simplified massively. But thats for another time.

Cheers

 
Last edited by a moderator:
I noticed that too. Have you tried putting 1 instead of 0? I got it to work earlier.
^ this exactly. The parameters are quantities not coordinates. Cant blame anyone to misinterprete :)

Cheers

 
Its more an interpretation on how to use the command. Its easy to misunderstand. Its a quantity that is the parameter which actually never should be 0 (but does not throw error to user now).
Ah cool, I've never actually used the command in game so assumed it was different :)

 
I love this mod but still not sure how to use pblock. here is what I am trying to do.

Scenario: setup a flat area 150x150 blocks from my standing location so I can build a player trading area.

1. how do I flatten that area so it is all the same ground block (RConcrete maybe?) and 150x150 from where I am standing.

2. How do I undo if i mess it up?

also

3. you have a safe command and you mention a protected bubble. if I mark the trader location as safe, can admins still mod/add stuff or it that it?

 
I love this mod but still not sure how to use pblock. here is what I am trying to do.
Scenario: setup a flat area 150x150 blocks from my standing location so I can build a player trading area.

1. how do I flatten that area so it is all the same ground block (RConcrete maybe?) and 150x150 from where I am standing.

2. How do I undo if i mess it up?

also

3. you have a safe command and you mention a protected bubble. if I mark the trader location as safe, can admins still mod/add stuff or it that it?
Find your lowest point and then fill that entire section with air. Then build your platform.

Or you can just make an elevated platform by going to the highest point and making the elevation go down a Few blocks.

To undo type pundo. The default is one undo tho, but that can be changed.

Once you make a safe zone u can’t undo it unless you reset that region. You can’t manually build on it either. You can use the plock commands tho

 
Find your lowest point and then fill that entire section with air. Then build your platform.
Or you can just make an elevated platform by going to the highest point and making the elevation go down a Few blocks.

To undo type pundo. The default is one undo tho, but that can be changed.

Once you make a safe zone u can’t undo it unless you reset that region. You can’t manually build on it either. You can use the plock commands tho
ok got it. I figured out the pblock air 50 50 50 0 would fill an area 50x50x50 high with 0 rotation. so that worked. if I want to go down from my location 50 blocks would I just do 50 -50 50 0 ?

 
ok got it. I figured out the pblock air 50 50 50 0 would fill an area 50x50x50 high with 0 rotation. so that worked. if I want to go down from my location 50 blocks would I just do 50 -50 50 0 ?

Yup pretty much... Just make sure you know your starting elevation and never go below bedrock/above skycap.

 
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