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メイン PlayerBeacon_v0.2.0_gameV3.0.0-V3.1.zip v0.2.0
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…
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
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". - `$pbApi` is a contract version, currently 1. A missing CVar reads as 0, so it doubles as a reliable "not installed" signal. - Server-side, XML only, read-only. Adds no items, blocks, recipes or gameplay.
アーカイブ PlayerBeacon_v0.1.2_gameV3.0.0-V3.1.zip v0.1.2
更新履歴(changelog)
- **Fixed: `$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 `…
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
導入前チェック(前提 / 競合 MOD)
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