An even better improvement to this would be that when someone joins a server he get's to pick a piece of the map where he wants to build. Then your rank would need to be higher for more land (builder, advbuilder etc). And of course you could still build in free area's, or OP's could increase your land size.
You can go very far with this, I don't know how hard it is to code 'n all, I'm not into that.
I would say this mod would be pretty easy to a person who knows java well even someone who took it in high school. Now the sky is the limit though the advancements that could be done with this. Cough MP-SA comes to mind and the RP scripts <3
I would say this mod would be pretty easy to a person who knows java well even someone who took it in high school. Now the sky is the limit though the advancements that could be done with this. Cough MP-SA comes to mind and the RP scripts <3
I would say this mod would be pretty easy to a person who knows java well even someone who took it in high school. Now the sky is the limit though the advancements that could be done with this. Cough MP-SA comes to mind and the RP scripts <3
you obviously don't program
obviously! Now here is a question for ya how do you prevent the CPU going all hungry on protected zones?
I would say this mod would be pretty easy to a person who knows java well even someone who took it in high school. Now the sky is the limit though the advancements that could be done with this. Cough MP-SA comes to mind and the RP scripts <3
you obviously don't program
obviously! Now here is a question for ya how do you prevent the CPU going all hungry on protected zones?
there are plenty of data structures out there which could help.
i haven't given much though to "cube" or "rectangle" based zones, but lets say you have 25 zones. or even 80 zones. You're doing a 6 integer comparisons * 80 zones... not really a big impact on CPU. Even with 24 players destroying blocks constantly.
There is probably a data structure/algorithm you can store the cubes in which allows you to cut down the number comparisons by about half, too.
best way to implement this would be with two points: two opposite corners of the X-Y rectangle that is your territory. rather than muck about with heights, simply give them all the land available floor-to-ceiling
1) Sub-Dividable Permissions: I really like this idea, but I feel like it could be expanded a bit. Keep the base of it how it is now. When a new community or project is started, the project leader asks the admins to portion off their chunk of land. After that, the project leader can sub-divide that land into plots of land that only he and the set owner control. So for example say we're in a city. That whole area would get set to the control of the owner of that city. But then if player X wants to have a home in the city, the owner could set a 10x10 (or however big the plot is) chunk just for that person to build on (and that person could then add people to the build list for that chunk if they so desired). Would just allow further control of communities, I feel like. And would also limit the zoning that admins/mods would have to do.
2) Customizable Spaces: I agree with what others have said in that a simple two point setup would be sufficient. Though I feel that it would be useful to be able to specify whether you want the protection to extend all the way to bedrock or just to a set X distance down from the set points (as to not disturb other subterranean building). Also, long term, it might be worth it to investigate the ability to set zones with more than 2 points for areas that don't fit in an exact square, as once a server gets more crowded, giving a larger-than-needed plot of land to a project just because you have to specify a huge square could be a problem with the "wasted" land getting in the way of outside development.
If you can add zones together, you would really only need two points to section off a zone with a shape other than a square. For example, a zone that might look like a giant sword or cross could be done with adding two narrow zones together that are perpendicular to each other.
You can go very far with this, I don't know how hard it is to code 'n all, I'm not into that.
Check out my Let's Play Series:
you obviously don't program
Now with even more burst dragons and autokickbans plugin rpg!
obviously! Now here is a question for ya how do you prevent the CPU going all hungry on protected zones?
Check out my Let's Play Series:
there are plenty of data structures out there which could help.
i haven't given much though to "cube" or "rectangle" based zones, but lets say you have 25 zones. or even 80 zones. You're doing a 6 integer comparisons * 80 zones... not really a big impact on CPU. Even with 24 players destroying blocks constantly.
There is probably a data structure/algorithm you can store the cubes in which allows you to cut down the number comparisons by about half, too.
Now with even more burst dragons and autokickbans plugin rpg!
If you got suggestions please post them here :smile.gif:
Check out my Let's Play Series:
Which direction is the square in? The wrapper won't know whether to go up or down unless you specify the other two points.
Alas, I say AYE for someone to develop this.
it depends on what you mean by 'database'
MySQL would not.
Now with even more burst dragons and autokickbans plugin rpg!
I think he means more like this:
viewtopic.php?f=1012&t=43044
Check out my Let's Play Series:
No.
Now with even more burst dragons and autokickbans plugin rpg!
Llamacraft takes care of most of that.
1) Sub-Dividable Permissions: I really like this idea, but I feel like it could be expanded a bit. Keep the base of it how it is now. When a new community or project is started, the project leader asks the admins to portion off their chunk of land. After that, the project leader can sub-divide that land into plots of land that only he and the set owner control. So for example say we're in a city. That whole area would get set to the control of the owner of that city. But then if player X wants to have a home in the city, the owner could set a 10x10 (or however big the plot is) chunk just for that person to build on (and that person could then add people to the build list for that chunk if they so desired). Would just allow further control of communities, I feel like. And would also limit the zoning that admins/mods would have to do.
2) Customizable Spaces: I agree with what others have said in that a simple two point setup would be sufficient. Though I feel that it would be useful to be able to specify whether you want the protection to extend all the way to bedrock or just to a set X distance down from the set points (as to not disturb other subterranean building). Also, long term, it might be worth it to investigate the ability to set zones with more than 2 points for areas that don't fit in an exact square, as once a server gets more crowded, giving a larger-than-needed plot of land to a project just because you have to specify a huge square could be a problem with the "wasted" land getting in the way of outside development.