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Coppi MOD - New features


danilocoppi

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Hi guys, some of you may know me, because I already did some changes before that now is in alloc`s fix dll.

Like unlockall, py and other stuffs.

 

Now I come here with new cool stuffs.

 

Here is a youtube video showing thos stuff working, and bellow some description about each one.

 

Those changes are:

 

1) Chat Coloring, to be able permanent coloring of players name and chat.

 

2) RemItem

Remove itens from a secureChest. So now is possible use managers to able players sell item to server.

The player puts the itens inside the chest, get above it, and give the command. The itens inside the chest desapier and it is listed on log with name, quality, stack, how much it is used(broken status)

 

3) GiveItemDetail.

Now its possible to drop item with predefined used atribute, so you can drop a broken item.

It good to be used togheter with remitem feature

 

4) PlayerGroudDistance

Show how hight a player is from the ground. To try catch hackers that are flying around.

 

5) RemoveEntity

Is possible the remove bugged minibikes, entity cars (spwaned accidently), zombies.

When used on zombie, it just vanish without leaving gore on floor.

 

6) si2

Its same as showinventory, but it shows used attribute too.

 

7) Unlockall (fixed)

now you dont need to go away and come back, it make a chuck reload. So it unlock everything in front of your eye.

 

8) GiveAt

Drop an item at a position x, y, z

 

9) GiveXP

Gives base experience to a player

 

10) GiveXPSkill

Gives experience to on a player`s skill

 

11) ListPlayerSkill

List players Skills. (Athletics, Health Nut, Scavenging, ...)

 

12) ListPlayersBuff (not working 100% - working on fix)

List players Buffs (like broken leg, warm ...)

 

13) MakeOwner

Set an owner to a secureLoot or SecureDoor

 

14) Safe

Set some area as unbreakable (like a trader)

*** WARNING THIS COMMAND CANT BE UNDONE. IF YOU SET SOME PLACE AS UNBREAKABLE IT CANT BE UNDONE

 

15) SetPlayerStatus

Define ZombieKills and PlayerKills to players.

 

16) TeleportEntity

Teleport and rotate entity like Minibike, Trader and Zombie.

 

17) AddItemLoot

Add an Item to a secureChest that is under the entity_id.

 

Now the cool really stuff

18) prender

Now is possible to render a prefab from file on folder ...\Data\Prefabs\ direclty on dedicated server...

 

19) pblock

Place area of blocks. Now you can create a big wall in seconds or plane a mountain in seconds.

You can place Air to remove big areas...

 

20) pdup

You can duplicate an area to another place. So is possible to move a base or arena or anything to other place on server.

 

21) pundo

Undo the prefab command. Is possible to undo prende, pblock and pdup

 

22) setpundosize

Define how many pundo history the server will store.

 

23) pexport

Now is possible to export a cool base to prefab file. The file is placed on ...\Data\Prefabs\ so its possible to save arena, bases in files to edit in some editor and than import back using prender.

 

24) prepblock

Replace blocks from an area with new blocks.

You can place Air to remove big areas...

 

25) pcheck

Check the type of a block, to be used on prepblock

 

26) pug

PlayerUnderground - check if a player is "flying" underground with noclip.

 

-------------------

 

If some one want the sorce code, or binary you can download here:

https://1drv.ms/f/s!AkVY2tzB9dkMhq1paa_Wmp_h8rY62g

 

Version 3.0 (2016.10.29)

- Fixed MakeOwner - Increase area to be able becone owner easyer.

- Fixed MakeOwner - Now is possible to become owner of Signs

 

Version 2.9 (2016.10.29)

- Added AddItemLoot - add an item at SecureLoot

 

Version 2.8 (2016.10.29)

- Fixed some issues on showinventory2

- Added GiveAt - Drops an item at position x, y ,z

- Fixed GiveXP to gives base XP to a player

- Added GiveXpSkill to add XP to skill to a player

- Added ListPlayerSkill - List players skills added.

- Added ListPlayersBuff - List players buffs and debuffs

- Added MakeOwner - To define owners for a secureLoot or secureDoor

- Added Safe - To set some area unbreakable (like trader) WARNING THIS COMMAND CANT BE UNDONE. IF YOU SET SOME PLACE AS UNBREAKABLE IT CANT BE UNDONE

- Added SetPlayerStatus - To change players status of ZombieKills and PlayersKills

- Added TeleportEntity - To teleport and rotate an entity (like a trader)

 

Version 2.7 (2016.09.03)

- fixed some fail report on flying detection. (player on ironBars and edges)

 

Version 2.6 (2016.09.01)

- prender now gets the Prefab YOffset to render it on correctly depth

- pblock now is possible to set position 1 on looking block using: pblock L1

 

Version 2.5 (2016.09.01)

- Created command pug to check if a player is underground with noclip or bugged (hunting hackers)

- Improved the command pdg to check the player`s height (if he is flying - hunting harckers)

- Fixed the command prepblock and pcheck, now it uses only blocks name or block id to replace. No BlockRawID needed anymore.

- Fixed placement stability, now placed blocks with, dup, render, pblock or prepblock respects gravity. (before the blocks were not set stability correctly) - Thanks to Chromecide that help me with that!

 

Version 2.4 (2016.08.28)

- Created command prepblock to replace blocks.

- Created command pcheck discover the type of a block

 

Version 2.3 (2016.07.19b)

- Changed the prender to accept depth parameter.

 

Version 2.2 (2016.07.19) -

- Created Commando setpundosize to define how many pundo you want to store when working with prefabs.

- Changed pundo to get store multiples histories, as defined on setpundosize.

- Pblock now is possible to define position p1 and then p2 with <block type> to fill places with blocks. And its possible to make continuos walls.

- Fixed cpc to set Empty color when FFFFFF is set on a player. To avoid appears FFFFFF on logs.

- Physics now is stored in persistent data, so if your server has py off, when you reboot the py will loaded back.

 

Version 2.1 (2016.07.18)

- Updated command pundo. Remove some variables from alloc`s persistent file to static variables.

 

Version 2.0 (2016.07.17)

- First Release Here

 

 

-------------------

 

Instalation:

This MOD needs to run with with Alloc`s MOD version rev. 289 (9_13_16) (2016-07-18) or higher

You can get updated Alloc`s MOD at: https://7dtd.illy.bz/wiki/Server%20fixes

 

Download the file at compilated/CoppisAdditions_2.3.zip, extract it to your server`s folder:

...steamapps/common/7 Days to Die Dedicated Server/Mods/

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My server manager Botman is using some of these now and the rest will be added to commands in the next few days. Coppi's new commands work great and we will be using them to protect communal structures and some player structures against griefing and total loss due to collapses. Coppi's commands are a great asset to any server.

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This looks absolutely incredible. Its like Minecraft's WorldEdit for 7DTD, something I've been wanting for ages. I cannot overstate how awesome this is.

 

Could you give a brief explanation on how one installs this either locally or to a server (assuming the process is different?) The download link provided includes multiple files. Are they all needed to work? Where do I place them? I apologize if these are newbie questions - I'm not familiar with these types of things.

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This looks absolutely incredible. Its like Minecraft's WorldEdit for 7DTD, something I've been wanting for ages. I cannot overstate how awesome this is.

 

Could you give a brief explanation on how one installs this either locally or to a server (assuming the process is different?) The download link provided includes multiple files. Are they all needed to work? Where do I place them? I apologize if these are newbie questions - I'm not familiar with these types of things.

 

I have just changed the folder`s structure.

The compilated version you can find on compilated folder, as everyone is used with alloc`s mod.

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help cpc

cpc <steam id/player name/entity id> <color> <nameOnly>

the <color> must be a 6 hex characters. Example: FF00FF

the <nameOnly> must be a 1 to color only name and 0 to color all text.

the default chat color is FFFFFF

Purple - 9500A8

Red - ED0000

Gold - FFD000

Blue - 0026FF

Green - 00DE2C

Recommended: use http://www.colorpicker.com to get color hexs

 

 

help pblock

Usage:

1. pblock <block_name> <x1> <x2> <y1> <y2> <z1> <z2> <rot>

2. pblock <block_name> <x>@<qnt> <y>@<qnt> <z>@<qnt> <rot>

3. pblock <block_name> <qnt> <qnt> <qnt> <rot>

4. pblock <block_name>

5 pblock p1

6. pblock p2 <blockname>

 

1. Fill blocks with block_name from x1,y1,z1 to x2,y2,z2

2. Fill blocks with block_name from x,y,z each quanity. Quanity can be 0, positive or negative.

note: in-game help lists 2 twice instead of 3.

3. Fill blocks with block_name from your position each quanity. Quanity can be 0, positive or negative.

4. Search for block names. Fill with * to list all.

5. Store your position to be used on method 6.

6. Place blocks with block_name from position stored on method 5 until current location

 

 

numbers: east - height - north

note: if wall is invisible punch it.

 

help pundo

Usage:

1. pundo

Undo the last prefab command. Works with prender, dblock and pdup

 

 

help prender

Usage:

1. prender <prefab_file_name> <x> <y> <z> <rot>

2. prender <prefab_file_name> <rot>

<rot> prefab rotation --> needs to be equal 0,1,2 or 3

 

1. Render prefab on <x> <y> <z> location.

2 Render prefab on your position

 

 

help pexport

Usage:

1. pexport <x1> <x2> <y1> <y2> <z1> <z2> <prefab_file_name>

2. pexport

3. pexport <prefab_file_name>

 

1. Export the defined area to a prefabFile on folder .../Data/Prefabs/

2. Store the player position to be used together on method 3.

3. Use stored position on method 2, with current position to export the area to prefabFile on folder .../Data/Prefabs

 

 

help pdup

Usage:

1. pdup <x1> <x2> <y1> <y2> <z1> <z2> <x> <y> <z> <rot>

2. pdup p1

3. pdup p2

4. pdup <x> <y> <z> <rot>

5. pdup <rot>

 

1. Duplicate the defined area on x,y,z

2. Store on position 1 your current location.

3. Store on position 2 your current location.

4. use stored position 1 and 2 to duplicate on x,y,z

5. use stored position 1 and 2 to duplciate on your current location

<rot> prefab rotation -> need to be equal 0,1,2 or 3

 

 

 

help pgd

Usage:

1. pgd <steam id / player name / entity id>

2. pgd

 

1. List 1 player ground distance

2. List all player ground distance.

 

help removeentity

Removes an entity from the game.

Usage:

1. removeentity <entityID>

 

You can find entityIDs with the le command.

Note: game lists 2 as 1.

 

 

help remitem

Removes items from SecureLoot below the given entity.

Usage:

1. remitem <name/entity id>

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something that might be needed

 

when you change the color of your name, it adds the color code to your name in the console, and if you change the color back to white it still has the color code, maybe have a command to remove the changes.

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This mod is just too useful and cool. I'm loving it more and more. Been able to easily save, duplicate or insert prefabs at will and quickly clear out an area for building. I do have a question/request, if I may?

 

Would it be possible to make pblock work similar to the pexport?

 

For example pblock set1 to set your current location as the starting position. Then pblock set2 to set your current position as the end position. The pblock stone will fill that entire section between set1 and set2 with stone.

 

This would make it easier to do quick changes like setting all the ground to grass, making a giant wall or other such activies without needing you to manually enter every single coordinate.

 

Also is it possible for pundo to have a history so you can undo, say, up to three of your last changes as opposed to just the last change?

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This mod is just too useful and cool. I'm loving it more and more. Been able to easily save, duplicate or insert prefabs at will and quickly clear out an area for building. I do have a question/request, if I may?

 

Would it be possible to make pblock work similar to the pexport?

 

For example pblock set1 to set your current location as the starting position. Then pblock set2 to set your current position as the end position. The pblock stone will fill that entire section between set1 and set2 with stone.

 

This would make it easier to do quick changes like setting all the ground to grass, making a giant wall or other such activies without needing you to manually enter every single coordinate.

 

Yep, its an easy thing to be done. Today I will make this change and update it soon.

 

 

 

Also is it possible for pundo to have a history so you can undo, say, up to three of your last changes as opposed to just the last change?

 

Yes, its possible, but I was worried about the amout information would need to be stored on server memory.

I will create a variable where you may configure how many undo you would like to store.

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Yep, its an easy thing to be done. Today I will make this change and update it soon.

 

Awesome! You have my thanks. How easy would it be to add other similar variables of that? such as pblock target 1 will set the targeted block as position 1 rather than your player position.

 

 

 

Yes, its possible, but I was worried about the amout information would need to be stored on server memory.

I will create a variable where you may configure how many undo you would like to store.

 

A variable would be even better. Especially handy if server memory is not a concern - such as playing dedicated just for the sake of building prefabs with this mod. I can see why it could be a worry on a multiplayer server however where memory is more valuable. Having it a customization variable sounds perfect. Would such a variable be adjustable with an in-game command?

 

 

Also, thanks again. I look forward to the next version.

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Awesome! You have my thanks. How easy would it be to add other similar variables of that? such as pblock target 1 will set the targeted block as position 1 rather than your player position.

 

Target block you mean a block that a player is looking at or with selection to place a block? If is it, i dont know if is possible, because this kind of information is on client side, and most of informations we have are from server side. I will take a look at it, but no promisse that would be able.

 

 

A variable would be even better. Especially handy if server memory is not a concern - such as playing dedicated just for the sake of building prefabs with this mod. I can see why it could be a worry on a multiplayer server however where memory is more valuable. Having it a customization variable sounds perfect. Would such a variable be adjustable with an in-game command?

Also, thanks again. I look forward to the next version.

 

Exactly, like setUndoHistory 3 on console

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Target block you mean a block that a player is looking at or with selection to place a block? If is it, i dont know if is possible, because this kind of information is on client side, and most of informations we have are from server side. I will take a look at it, but no promisse that would be able.

 

That was the idea, yes. I assumed it would be doable as the F3 menu shows you the "target block coords". I did not realize that was a client-only thing. In hindsight, it makes sense that it would be. What about a variable that tells it to set the spot beneath the players feet? So rather than be the space the player is currently it will be the block the player is standing on. This would mean we wouldn't have to no-clip through the floor or dig out a hole to get our character positioned to make the "perfect selection". If that makes sense.

 

Either way its not a big deal. Was just a suggestion. I love what you've done so far and appreciate that you're open to feedback on the matter.

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New Version Released

 

Version 2.2 (2016.07.19) -

- Created Commando setpundosize to define how many pundo you want to store when working with prefabs.

- Changed pundo to get store multiples histories, as defined on setpundosize.

- Pblock now is possible to define position p1 and then p2 with <block type> to fill places with blocks. And its possible to make continuos walls.

- Fixed cpc to set Empty color when FFFFFF is set on a player. To avoid appears FFFFFF on logs.

- Physics now is stored in persistent data, so if your server has py off, when you reboot the py will loaded back.

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Another possible suggestion, just for a little "quality of life" tweak:

 

prender <prefab_file_name> <rot> <depth>

 

so

prender MYPREFAB 0 -1

 

Will spawn the prefab on your location, with the 0 rotation, and one block deep. Or elevated up one block, if the number is not negative. If no number assigned then it defaults to 0 which would be as it is now.

 

Also mighty thanks for the update. Looking forward to playing around with it and feeling like a madman with the power of god. Walls, walls everywhere.

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Another possible suggestion, just for a little "quality of life" tweak:

 

prender <prefab_file_name> <rot> <depth>

 

so

prender MYPREFAB 0 -1

 

Will spawn the prefab on your location, with the 0 rotation, and one block deep. Or elevated up one block, if the number is not negative. If no number assigned then it defaults to 0 which would be as it is now.

 

Also mighty thanks for the update. Looking forward to playing around with it and feeling like a madman with the power of god. Walls, walls everywhere.

 

Done! :)

 

Version 2.3 (2016.07.19b)

- Changed the prender to accept depth parameter.

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New Version Released

 

Version 2.2 (2016.07.19) -

- Created Commando setpundosize to define how many pundo you want to store when working with prefabs.

- Changed pundo to get store multiples histories, as defined on setpundosize.

- Pblock now is possible to define position p1 and then p2 with <block type> to fill places with blocks. And its possible to make continuos walls.

- Fixed cpc to set Empty color when FFFFFF is set on a player. To avoid appears FFFFFF on logs.

- Physics now is stored in persistent data, so if your server has py off, when you reboot the py will loaded back.

 

Only now watched the video. I know you mentioned the "continuous walls" bit but I didn't think anything of it at the time as I was too eager to get in and use the new pblock p1/p2 features.

 

Let me just say: wow. I thought building walls was made easy before? Hah. This is incredibly awesome.

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