this plugin is nice and short, very clean. After installing it, here is it seems to do when tested...
/* tested scenarios ...
* players without (building blocked) flagged status, outside of victim's zone...
* ** can use weapons, etc. to damage the victim's home area from a distance. plugin has no prot. for this.
*
* (building blocked) flagged player strikes building = no damage to victim home area.
* (building blocked) flagged player strikes door, chest, etc. = damage to victim home area. does not prevent raid.
* fire, explosives, heli, etc. sent by another player indirectly = damage to victim home area.
* non-authe'd player builds very close to protected home (becomes auth'd in own area), then fires weapons, etc. at nearby home = plugin has no prot. for this.
* all players in authe'd zone = god mode for player.
*
* Typical outcome during testing ...
* - players will make tool cabinets everywhere, and/or nearby victim home, do damage anyways + be in god-mode.
* - No protectin from raid, no protection for doors, chests or other assets.
*/
=============
I ahve a couple of proposed changes that takes it from roughly 8 lines of code (when not considering the wrappers, etc. ) to roughly 10 lines of code (still keeping with the intention of making it a very simple clean plugin), and fixes most of the exploits mentioned above. After the changes, here would be the differences. maybe call it 'Homeprotection2.cs' - not sure how that works...
/* 'HomeProtection2.cs' tested scenarios ...
*
* players without (building blocked) flagged status, anywhere outside of victim's 'building-blocked' zone ...
* ** player strikes building with weapons, etc. at a distnce (or timed, then runs away) = no damage to victim home area, doors, or any items.
*
* players inside of victim's 'building-blocked' zone ...
* ** player strikes building = no damage to victim home area, doors, or any items.
*
* Indirect attacks ...
* ** fire, explosives, heli, etc. sent by another player indirectly = no damage to victim buildings or doors. outside items (water catcher, windmil, etc.) can still be damaged.
*
* non-authe'd player builds very close to protected home, stands inside their own zone ...
* ** player strikes building with weapons, etc. at a distnce (or timed, then runs away) = no damage to victim home area, doors, or any items.
*
* No player god-mode for players in ther own zones.
*
* Typical outcome during testing ...
* - players can be harmed and harm other players, however, players inside their own home, it locked up tight, cannot be raided, killed, looted while inside.
* - buildings, doors are protected, however traps, auto-turrest, water catchrs, etc. in home areas cannot be harmed by non-authed players, but can be by indirect attacks (such as helo crashing). These things can be included against indirect attack easily by ading single lines of code for each if desired.
*/
- also not sure how i could submit the changed code for reveiw, am new to this whole site. thanks.
/* tested scenarios ...
* players without (building blocked) flagged status, outside of victim's zone...
* ** can use weapons, etc. to damage the victim's home area from a distance. plugin has no prot. for this.
*
* (building blocked) flagged player strikes building = no damage to victim home area.
* (building blocked) flagged player strikes door, chest, etc. = damage to victim home area. does not prevent raid.
* fire, explosives, heli, etc. sent by another player indirectly = damage to victim home area.
* non-authe'd player builds very close to protected home (becomes auth'd in own area), then fires weapons, etc. at nearby home = plugin has no prot. for this.
* all players in authe'd zone = god mode for player.
*
* Typical outcome during testing ...
* - players will make tool cabinets everywhere, and/or nearby victim home, do damage anyways + be in god-mode.
* - No protectin from raid, no protection for doors, chests or other assets.
*/
=============
I ahve a couple of proposed changes that takes it from roughly 8 lines of code (when not considering the wrappers, etc. ) to roughly 10 lines of code (still keeping with the intention of making it a very simple clean plugin), and fixes most of the exploits mentioned above. After the changes, here would be the differences. maybe call it 'Homeprotection2.cs' - not sure how that works...
/* 'HomeProtection2.cs' tested scenarios ...
*
* players without (building blocked) flagged status, anywhere outside of victim's 'building-blocked' zone ...
* ** player strikes building with weapons, etc. at a distnce (or timed, then runs away) = no damage to victim home area, doors, or any items.
*
* players inside of victim's 'building-blocked' zone ...
* ** player strikes building = no damage to victim home area, doors, or any items.
*
* Indirect attacks ...
* ** fire, explosives, heli, etc. sent by another player indirectly = no damage to victim buildings or doors. outside items (water catcher, windmil, etc.) can still be damaged.
*
* non-authe'd player builds very close to protected home, stands inside their own zone ...
* ** player strikes building with weapons, etc. at a distnce (or timed, then runs away) = no damage to victim home area, doors, or any items.
*
* No player god-mode for players in ther own zones.
*
* Typical outcome during testing ...
* - players can be harmed and harm other players, however, players inside their own home, it locked up tight, cannot be raided, killed, looted while inside.
* - buildings, doors are protected, however traps, auto-turrest, water catchrs, etc. in home areas cannot be harmed by non-authed players, but can be by indirect attacks (such as helo crashing). These things can be included against indirect attack easily by ading single lines of code for each if desired.
*/
- also not sure how i could submit the changed code for reveiw, am new to this whole site. thanks.