tehAon’s Player Beacon – Let Your Bot See Vehicles Claims and Traders

tehAon’s Player Beacon – Let Your Bot See Vehicles Claims and Traders

Your bot can read a player's...

MOD ID: 11943作者: tehaonカテゴリ: Miscellaneousバージョン: 0.2.0更新日: 2026-08-15(1週間前)用途: サーバー向け人気スコア: 0
#クラフト#サーバー向け#クエスト

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メイン PlayerBeacon_v0.2.0_gameV3.0.0-V3.1.zip v0.2.0
📦 21.1 KB ⬇️ 6
更新履歴(changelog)
- **The six moving flags are now also published under `%` names, and those reach the server up to 5.5
seconds sooner:** `%pbApi`, `%pbGateOk`, `%pbInVehicle`, `%pbInClaim`, `%pbInTrader`, `%pbSafeZone`.
The `$` values are computed exactly as before and are untouched, so this is purely additive — a bot
reading `$pb*` today sees no change at all.
- **Where the 5.5 seconds came from.** Measured on a live dedicated server: every transition landed on
an exact 5.5s grid. `EntityBuffs.SetCustomVar` only puts a CVar on the wire immediately when
`_netSync && (parent.isEntityRemote || _name[0] == '%' || _forceSendToClients)`. Otherwise it waits
for the bulk sync in `EntityStats.TickWait`, which fires when `waitTicks == 6` — every 0.5s — and
then only on every 11th of those passes. 11 x 0.5s = 5.5s.
- **The `%` prefix alone is not enough, and this is the trap.** `MinEventActionModifyCVar` — the
buff-side action — computes its `_netSync` argument as
`(targets[i].isEntityRemote && !_params.Self.isEntityRemote) || _params.IsLocal`, which is false for
a player writing their own CVar on their own client. A `%` mirror written in `buffs.xml` would look
correct and do nothing. `GameEvent.SequenceActions.ActionModifyCVar` takes `SetCustomVar`'s default
`_netSync` of true instead, so every `%` value is written by a game event.
- Thirteen new sequences do that, taking the file from 4 to 17: `pbVehYes/No` from the server-side
`InVehicle` requirement; `%pbInClaim` / `%pbGateOk` derived from `%pbSafeZone`, `%pbInTrader` and
`%pbInVehicle` rather than re-running `World.CanPlaceBlockAt`, which would triple the land-claim
scans to save one tick; and `pbSafeYesFast/NoFast` + `pbTraderYesFast/NoFast` as the `%` twins of
the four original sequences.
- **Each lane has its own sequence and gates on its own copy, and that is not tidiness.** The four
original sequences are byte-identical to 0.1.2 — `$` gate, `$` write — and the `Fast` twins are
their `%` equivalents. Sharing a gate d…
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旧バージョン(2件)を表示
アーカイブ PlayerBeacon_v0.1.0_gameV3.0.0-V3.1.zip v0.1.0
📦 11.4 KB ⬇️ 1
更新履歴(changelog)
- First release. Publishes player state a server console cannot otherwise see, as `$pb*` CVars any
bot can read with `cvar get <name> -p <entityId>`: `$pbInVehicle`, `$pbInTrader`, `$pbInClaim`,
`$pbSafeZone`, `$pbGateOk` and `$pbSafeSecs`.
- `$pbSafeSecs` counts seconds continuously clear of all three gates and resets on the condition
rather than on its own value, so a bot polling on its own clock cannot miss a player who ducks in
and out of cover between polls.
- `$pbClaimsArmed` and `$pbTraderProt` publish whether the claim and trader checks are actually live
on this server, so a bot can tell "they are in the open" from "this server does not check".
- `$pbApi` is a contract version, currently 1. A missing CVar reads as 0, so it doubles as a
reliable "not installed" signal.
- Server-side, XML only, read-only. Adds no items, blocks, recipes or gameplay.
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アーカイブ PlayerBeacon_v0.1.2_gameV3.0.0-V3.1.zip v0.1.2
📦 15.3 KB ⬇️ 12
更新履歴(changelog)
- **Fixed: `$pbInClaim`, `$pbSafeZone` and `$pbInTrader` were permanently stuck at `0`.** Caught on a
live dedicated server with a player standing inside a land claim. `$pbInVehicle` was never
affected. If you installed 0.1.0, three of the four things this mod exists to report were not
working — please update.
- The cause is in vanilla, not in the XML that used it. `BaseRequirement.Clone()` copies a
requirement's raw properties but never copies the `Invert` field and never re-parses it; a subclass
has to re-copy `Invert` itself. The operation-based requirements do, but `RequirementInSafeZone`
and `RequirementInTraderArea` — the two this mod needs — do not. Requirements attached to an
`<action>` are cloned on every firing, so `invert="true"` on those classes never survived to be
evaluated, and each polarity pair ended up running with the same polarity.
- Each polarity now gets its own action sequence with a sequence-level requirement, which is
evaluated before any clone exists and keeps its `invert`.
- **Removed a `WRN [PROPS] ActionTarget implicitly converted to Vector3` logged once per second per
online player.** Firing a game event from a buff always trips a failed implicit conversion inside
the game. Each sequence now also carries a "the value is not already what I would set it to"
requirement, so nothing fires in the steady state. Measured on a live server: 2 lines/sec/player
before, none at all while idle, a handful per real transition.
- Documented two measured caveats: `$pbApi` can read `0` for a few seconds on a player's *first*
join, so treat "just connected" as unknown rather than "not installed"; and the three reason flags
can disagree for about a tick mid-transition, while `$pbGateOk` and `$pbSafeSecs` stay correct
throughout.
- Verified on a dedicated server running V3.0.0 (b259) with Project Z 3.0 loaded, against a real
client: vehicle, land claim and trader area all confirmed on and off, land claim checked against
the claim blocks recorded in `…
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MOD 解説

このボットは、プレイヤーの位置とHPを読み取ることができますが、それ以外に重要な情報は読み取れません。Player Beaconは、サーバーコンソールでは確認できない情報――そのプレイヤーが乗り物に乗っているか、土地の占有エリア内か、あるいはトレーダーエリア内か――を、以下のコマンドで読み取れるプレーンなCVarsとして公開します。

原文(英語)を表示

Your bot can read a player's position and health, and nothing else that matters. Player Beacon publishes what a server console cannot see - is this player on a vehicle, in a land claim, or inside a trader area - as plain CVars you read with

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